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The game could save any items (or just quest items) on exiting the battlefields, and place them at the entrance the next time an area is generated.


I might differ with you on this dear Raze. A randomly generated battlefield has its rules. If you may loot a foe on conquering her/ him then a dropped item is also for the loot by other NPCs. You drop it = you lose it; that is the rule. On coming back to the “same” battlefield, which is randomly regenerated, the item you dropped could be with any NPC in that field for you to buy or loot by battle and winning. Now the technical question is whether it is a good idea to tag and keep track of such items or if it was much better to forget them and generate the most optimum NEW items needed by the player. The basic concept of random generation is to save memory storage space, and keeping track of tagged items is exactly what destroys the gained benefits of random generation. Like Ally Baba and the cave of the forty thieves, in which he had a camel that could carry that much and no more. So, consider that he dropped the remaining treasures that were over 90% of the contents of the cave. Even if there was no way for a comeback the gain is, what was gained and that is it. In fact, greed should be dealt with in penalty. This would be in harmony with the spirit of game design to save space and depend on random generation.

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