They could be great ..... if done right. I think though two main things would need to happen first. A) Like you said, for seeds with high shops prices, adding in gold ore chucks & big rupees to the item pool [enough to cover all required, not miscellaneous, items] would have to programmed in, and B) allowing a setting for shop prices beyond just random prices (Y/N). I would suggest 12 options for the shop price setting; Normal, Full Random, Default Fixed, Low Random, Medium Random, High Random, Mixed Random, Low Fixed, Medium Fixed, High Fixed, Mixed Fixed, and Charcuterie. Normal would be original vanilla prices Random would be an RNG chosen price in a range Fixed would be a default pre-seeded chosen non-vanilla price [either listed ahead of time or an option where you can choose the Medium price & the low/high price would be half/double of that chosen price respectively] Low/Medium/High would put the range of random or the fixed price in a specific point [low would be max 300R/100C, medium would be 301-600R/101-200C, & high would be 601-900R/201-300C] Mixed would make each shop have a combination of low/med/high priced items Charcuterie would randomly choose one of the 11 other options to a shop, for every shop [so town could be low random, members could be high fixed, advanced could be normal, etc.] That's just my idea though. What do you think? Is it great or way too crazy?
@@Zeldaretter The point with 12 options isn't to have everyone play every option, but to have an option for a large variety of preferences [like a buffet, where the table is too big for a handful of people but has a handful of favorites per person for a big crowd of people]. For example, some may agree with you on only wanting random low/med/high but there would be some would prefer fixed instead of random or mixed instead of only low/med/high across the shop. So you're right in the fact that almost no one would play with all 12 options [especially Charcuterie], but by having all 12, there is something for everyone and that is the goal.
I think randomized shop prices are ok if you have greatly increased rupee drops from checks, but farming with or without a shovel for rupees/ore chunks seems tedious for no real reason
Hey, I just wanted to say that I'm a new subscriber and I love your content! Oracle of Seasons was the second game I ever owned and I recently played through it again because I was feeling nostalgic. Watching you do those randomized runs is absolutely insane, I hope you enjoy making them as much as I do watching them, because I'd love to see plenty more!
Regarding the D2 flute I think in this version it may be a situation where you CAN cut the animation short, but it only kills when fully played out since you always cancelled out of it. In all likelihood like we saw in one of the recent ages run where you mention the same thing exists for harp and etc. When I heard you had a 10 streak of failing the 50/50 that made me wonder what the odds were of that, turns out you got a 4883 out of 5000000 odds or 0.09765625% chance of getting exactly 10 fails in a row.
I think it's a bug with how the animation is getting cut short because I was not doing anything to cut it short like in the base rando where you normally hit the button again to skip the animation.
What do you think about randomizing shop prices?
They could be great ..... if done right. I think though two main things would need to happen first. A) Like you said, for seeds with high shops prices, adding in gold ore chucks & big rupees to the item pool [enough to cover all required, not miscellaneous, items] would have to programmed in, and B) allowing a setting for shop prices beyond just random prices (Y/N).
I would suggest 12 options for the shop price setting; Normal, Full Random, Default Fixed, Low Random, Medium Random, High Random, Mixed Random, Low Fixed, Medium Fixed, High Fixed, Mixed Fixed, and Charcuterie.
Normal would be original vanilla prices
Random would be an RNG chosen price in a range
Fixed would be a default pre-seeded chosen non-vanilla price [either listed ahead of time or an option where you can choose the Medium price & the low/high price would be half/double of that chosen price respectively]
Low/Medium/High would put the range of random or the fixed price in a specific point [low would be max 300R/100C, medium would be 301-600R/101-200C, & high would be 601-900R/201-300C]
Mixed would make each shop have a combination of low/med/high priced items
Charcuterie would randomly choose one of the 11 other options to a shop, for every shop [so town could be low random, members could be high fixed, advanced could be normal, etc.]
That's just my idea though. What do you think? Is it great or way too crazy?
@@MrInternetHermit I agree with more options, but 12 is far to many. Maybe like PaperMario64 with random or low, medium, high?
@@Zeldaretter The point with 12 options isn't to have everyone play every option, but to have an option for a large variety of preferences [like a buffet, where the table is too big for a handful of people but has a handful of favorites per person for a big crowd of people].
For example, some may agree with you on only wanting random low/med/high but there would be some would prefer fixed instead of random or mixed instead of only low/med/high across the shop.
So you're right in the fact that almost no one would play with all 12 options [especially Charcuterie], but by having all 12, there is something for everyone and that is the goal.
An interesting idea, but one which clearly needs fine tuning before it's solid.
@@MrInternetHermit The more options the harder to program the logic. That was my concern.
1:17:00
The snorkel is hilarious as TP shows Gorons can breathe underwater.
I think randomized shop prices are ok if you have greatly increased rupee drops from checks, but farming with or without a shovel for rupees/ore chunks seems tedious for no real reason
or you could start with the helpful rings
I'd agree here but with the fact of you forgot to mention ember seeds and even then it's not that bad it's the ore chunks that's the issue
Hey, I just wanted to say that I'm a new subscriber and I love your content! Oracle of Seasons was the second game I ever owned and I recently played through it again because I was feeling nostalgic. Watching you do those randomized runs is absolutely insane, I hope you enjoy making them as much as I do watching them, because I'd love to see plenty more!
29:02
lol that Subrosian was wigging out as you approached.
mashy never disappoints with the naming of his videos 😄
Dude you gaming is impressive! Keep up the good work.
1:28:00
One of the Green Rupees of Eternal Glory
It ain't inflation, it's dynamic pricing lol. That just happens to be when the item is in the most demand.
Nice run nonetheless, even when the rng wasn the best friend
Regarding the D2 flute I think in this version it may be a situation where you CAN cut the animation short, but it only kills when fully played out since you always cancelled out of it. In all likelihood like we saw in one of the recent ages run where you mention the same thing exists for harp and etc. When I heard you had a 10 streak of failing the 50/50 that made me wonder what the odds were of that, turns out you got a 4883 out of 5000000 odds or 0.09765625% chance of getting exactly 10 fails in a row.
I think it's a bug with how the animation is getting cut short because I was not doing anything to cut it short like in the base rando where you normally hit the button again to skip the animation.
should've save scummed the ore chunks
anyone know how to make the same render? with timer and obtained equipment checks? thanks