[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance

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Wed Oct 8 19:49:55 CDT 2014


A page in your DokuWiki was added or changed. Here are the details:

Date        : 2014/10/08 19:49
User        : saru
Edit Summary: 

@@ -204,8 +204,9 @@
  ==Map specific==
  Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them (no random variation)
    - specific map based items
    - specific monster drop
+ 
  
  ====Generic monster & random treasure loot====
  Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that:
    - collecting particular items can be very simple, bonecrushers off Titans for example. 
@@ -217,11 +218,28 @@
  
  I propose that generic treasurelists for classes/groups/types of items should probably be maintained (such as what currently exists in treasurelist for chests). Items that are not generic should be flagged to avoid being accidently included in these treasure lists via something like an 'is_artifact' flag. Then the most basic generic treasure list would probably be each item type. With a generic treasurelists, instead of listing each possible item for a monster treasure list, we can now simply list axes, maces, shields, body armour, food, body parts and money. We can set each generic treasurelist for the orc to have different probabilities (e.g. 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts). This should make it far easier for developers to add new generic items to the game without requiring extensive time additional to creating generic items in adding these items into each monster's treasurelists.
  
  The potential downside to this is that without knowing which items within a generic treasurelist are more or less valuable, generic treasure would be far more consistent in what dropped (boring) and players would be exposed to a wider quality of items from smaller variety of monsters making powerful items less valuable. To overcome this, I propose that we start using the level attribute of equipment to denote what the target audience (player level) should be. If we use the item archetypes to provide a target level, crossfire can then use the ratio between the item level and the level of the drop mechanism (monster, chest etc) to determine a sensible probability for the player to receive that item. This probability can be based off of a distribution (normal or poisson) with the standard deviation used to set how much variation from the monster level there is (And +luck could influence the standard deviation). We might consider adding an upper bound value such that items higher than monster level + upperbound are disregarded to avoid players getting too lucky.
+ 
+ If we add a process to calculate the drop table during compile by creating treasurelists per item type based on item level from 1 - 110. For example, for armour we might see something like:
+ 
+ ^Name ^ Item Level ^ range of values which drop this item ^ Probability ^
+ |robe | 1 | 1< = robe <3 | 100% |
+ |armour	| 4 | 4< = armour <6 | 50% |
+ |bronze plate mail | 4 | 4< = bronze plate mail <6 | 50% |
+ |scale mail | 6 | 6< = scale mail<7 | 50% |
+ |chain mail | 6 | 6< = chain mail<7 | 50% |
+ |ring mail | 7 | 7< = ring mail<8 | 100% |
+ |full scale mail | 8 | 8< = full scale mail<10 | 100% |
+ |plate mail | 10 | 10< = plate mail<15 | 100% |
+ |hauberk | 15 | 15< = hauberk <110 | 100% |
+ 
+ This must be run for all treasurelists of generic items.
+ 
+ We can now roll a dice and calculate a roll for an item.
  
  ===Example===
- A player kills an orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic axe treasurelist. The new system would then roll to determine which type of axe from within the treasurelist it drops. The axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 and a Battle Axe might be level 15.  With a normal distribution and a standard deviation (SD) of 4, the likelihoods would be:
+ A player kills a level 6 orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic axe treasurelist. The new system would then roll to determine which type of axe from within the treasurelist it drops. The axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 and a Battle Axe might be level 15.  Using a normal distribution, the mean is the level of the object dropping the item, in this case a level 6 orc. The standard deviation (SD) is the variability of item drops. So for a SD of 4 the likelihoods would be:
  
  ^ item type ^ item level ^ likelihood ^
  | stone axe | 5 | 22.7% |
  | axe | 8 | 73.3% |
@@ -233,9 +251,20 @@
  | stone axe | 5 | 0.0135% |
  | axe | 8 | 98.6% |
  | battle axe | 15 | 0.0003% |
  
- A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.) and which magic property it gets (levels are added to magical properties along with the existing probability rates (Really good items are very rare)).
+ SD should probably be configurable for each drop type but can be approximated in general as something like:
+   SD = k * (level of mechanism/110)
+ 
+ so a possible value for k might be, 5 resulting a change in SD of:
+ 
+ {{user:saru:sdvariation.png|}}
+ 
+ To offset really boring tables low it might be worth adding +1 to this equation:
+   SD = (k * (level of mechanism/110)) + 1
+ 
+ 
+ A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.) and which magic property it gets (levels are added to magical properties along with the existing probability rates (Really good items are very rare)). This same approach could also be used to make monster generators generate more than 1 single type of monster, so orc generates could create generic orcs at level 6 with a rare chance of champions but a level 10 orc generator might create orc champions with a low chance of regular orcs and a low chance of orcish beserkers. This could even be extended to placing generic monsters so instead of placing specific archetypal monsters, map makers use 'monsterlists' which are similar to treasurelists.
  
  ====Map specific items and skill based items====
  Non-generic items can be added to crossfire by directly modifying the stats of an archetypal (generic) item. In part perhaps due to the complexity in adding new archetypes to crossfire a large array of unique equipment exists embedded within maps. This variety is one of the strengths of crossfire but it does make changing balance within the game by adding new items or simplifying existing systems very difficult. This is because 
  


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Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412781108
New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance

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