sporchia/alttp_vt_randomizer

Skull Woods - High percentage of key items

Closed this issue · 4 comments

Description of problem:

This was posted a few months ago in the public ALTTPR Discord, and it sounded like it was a known issue on the dev side, but it doesn't look like an issue was ever put in or if it was publicly addressed. I haven't confirmed if it was changed in the last release, as I have not re-ran spoilers, but I was asked to submit this anyway.

We ran 50k spoilers and parsed them out, and it was showing a higher than normal percentage of key items in Skull Woods, both required and non-required by the walkthrough, by a fairly large margin when compared to other areas of similar tier. The spreadsheet is here:

https://docs.google.com/spreadsheets/d/1qzywog6R4sWFsqW5J6CGqtufC8c3zVizgqAzlnbce5Y/edit#gid=966336869

If you want to view the spoilers, please let me know and I can provide them to you, I still have them.

Thank you!

What about the front and back sides of the dungeon? Does that make much of a difference since back also requires Fire Rod?
It’s also technically early checks once you get NW DW access, just like Thieves’ and Dark Kakariko.

Based off the data, for individual chests, each average 5.39% per check for important (non-junk, non-dungeon) items. The difference between the front and the front is 5.58% and the back is 4.82%, so there is a natural drop, with an additional requirement for one chest and two requirements for the other chest.

But with that being said, if you compare SW (minimum 3 items to gain access to, +1 for the bridge, +2 for the boss) to EP (requires no items for all but 2 checks, +1 for BK chest, +1 for Armos), SW is still even higher than EP.

SW average per chest is higher than every location in the game, in both important or required walkthrough items, and by a considerable percentage (~2% for walkthrough, ~4.5% for important) while being more heavily gated. The rest of the dungeons see a natural drop based off gating of items, and the same with overworld items. Everything else seems to be well balanced, where SW is just much, much higher.

Could this be because SW has a relatively high number of dungeon items (6) compared to non-dungeon items (2)? There are only 2 chests that can contain important items, but they are more likely to be shuffled earlier in the list of locations to fill.

See also Misery Mire has a higher item density than Mire Shed.

Currently we are not looking to update the logic in the current code. We will certainly be looking at how the new v32 code is placing items and address accordingly. Thank you for the report. Going to close for now and we can create a new one in v32 if the issue persists.