You know, I don't know what Funcom's code looks like. I don't. But how damned hard can it be to use the Math.Random() function? I mean, um, HELLO?
You have a database. It has items. You have a field for each item stating various validities...
mission_reward
mission_find
mission_return
mission_loot
So when it generates your wee little mission, it runs the math.random() function (or whatever breed they're dealing with) and VOILA, it just iterates through the possible items and places the one with whatever value you generate.
How hard can it be, really?
How on EARTH can you patch the game, which is already working (as far as loot code was concerned), and all of a sudden BAM, you have 2395891859185 maps of Newland and Mort? Do you not abstract out your game code? How can adding items, locations, or anything, effect your loot code? Why does the loot generation code take more than like 1 page tops ANYWAY? At least the random generation and assignment aspects of it... perhaps it is that short, and is that fubar, who can say...
Same thing with mission locations... Let's say there's 3000 different mission entrances in the game. Take 1 Dev, sit him down in his cube, and say "You're not going to be allowed to go home or use the restroom until you've flagged the various mission locations with QL's." So the mission location object in the database now has the field
QL
Wow, tough concept, eh? So you assign it a value, the max QL mission that can be assigned to that location. Do a good old
SELECT Mission_QL, Mission_loc
FROM Mission_database
WHERE QL<=(value character does in slider);
Dump that into an array, do a Math.Random(yourArray.length) or some such, and BAM... there's a mission location. Would this mean you could get a mission in Tir city at level 150? Yes, and that's cool. We all miss those mission templates...
My big point here is, I'm a business student, not a programmer, and I still can see that something has to be supremely profoundly SCREWED UP for things like random loot assignment and mission location spawning to go so out of wack...
Any chance anyone else here, be you Funcom people or not, knows how on earth they've managed to break what should be about as complicated as a small concrete block??
Oy...
EDIT: I'd like to point out, in closing, that I really enjoy this game, and I love the direction it's going. I just can't fathom the backwards steps I see it taking, having at least some SMALL experience with coding...