Hey!
Thank you very much for quick response. That seems useful!
However, with the current approach I see a different issues:
- Player enters a dungeon, which is a single large map (100x50)
- The dungeon contains 2 containers with ID 1
- Player opens the first container and gotcha - there's a legendary sword! But player doesn't have slots for the sword so he decides to find his way out of dungeon to sell some of his items in a shop.
- As player approaches to the exit, player encounters another one container with ID 1 - he opens it, loots some light weight misc stuff from it, and gets out of dungeon.
- After he sell some stuff making some room for the legendary sword, he comes back to the very first chest he encountered and... boom! There's no legendary sword.
Thats a major issue. With such approach it looks like I have to create dozens of container ID's per loot tier so I could place them in a dungeon which significantly hardens the QoL for the developer.