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

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Sat Oct 11 20:47:28 CDT 2014


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

Date        : 2014/10/11 20:47
User        : saru
Edit Summary: 

@@ -205,8 +205,9 @@
    - god granted items treasurelist
  ===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 modifiers are used. Map specific items can be accessed by players through:
    - specific map based items placed into maps (including added to monster drops or inside chests).
+ 
  
  
  ====Generic monster & random treasure loot====
  Currently the game offers a specific set of items with various likelihoods for each specific item to drop based on a treasurelist. This limits the diversity of items dropped by generic or archetypal monsters and means that:
@@ -251,9 +252,9 @@
  |plate mail | 10 | 10< = plate mail<15 | 100% |
  |hauberk | 15 | 15< = hauberk <110 | 100% |
  
  ===Worked Example===
- 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:
+ 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 'axes treasurelist'. The new system would then roll to determine which type of axe from within the axe 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% |
@@ -265,9 +266,10 @@
  | stone axe | 5 | 0.0135% |
  | axe | 8 | 98.6% |
  | battle axe | 15 | 0.0003% |
  
- SD should probably be configurable for each drop type but can be approximated in general as something like:
+ === The importance of SD in making drops interesting ===
+ The limitation in a generic treasurelist approach is making sure that there items spread-out along the item level axis. This ensures that items remain interesting for players throughout their leveling experience. SD can be used to compensate for the tendency for their to be less item variation at higher levels. SD should be configurable for each drop type to enable customisation, but, an automatic variation in SD would be useful as something like:
    SD = k * (level of mechanism/110)
  
  so a possible value for k might be, 5 resulting a change in SD of:
  


IP-Address  : 59.167.121.117
Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1413078128
New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance

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