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Team: Star Revolution X
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Post Drop rate Percents
Why not release to the player base the drop rate percents on items. Something like what runescape does with drop percents on major endgame items. It creates a thrill to getting the items.


Mon May 15, 2017 1:02 am
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Post Re: Drop rate Percents
T20 content and up. Go.


Mon May 15, 2017 1:55 am
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Post Re: Drop rate Percents
Max235 wrote:
T20 content and up. Go.


Mon May 15, 2017 2:20 am
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Post Re: Drop rate Percents
Depending on the item (or more specifically, the source), this is really easy or unfathomably complex piece of information to give to players.

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Fri May 19, 2017 5:10 pm
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Post Re: Drop rate Percents
Blue Dwarf wrote:
Depending on the item (or more specifically, the source), this is really easy or unfathomably complex piece of information to give to players.


Wait what... do we have variable drop rates?


Fri May 19, 2017 8:27 pm
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Post Re: Drop rate Percents
I think he means dg drop chances. It is quite hard to figure out drop chance of bursts for example.


Sat May 20, 2017 6:46 am
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Post Re: Drop rate Percents
Items in an actual drop list all have relative probabilities.

Code:
<DROPLIST>
        <ITEM name="Sticky Organic Webbing" level="1.50" prob="0.75"/>
        <ITEM name="Gloopy Organic Webbing" level="1.50" prob="0.50"/>
        <ITEM name="Gloopy Organic Webbing" level="2.0" prob="1.00"/>
        <ITEM name="Gunky Organic Webbing" level="2.0" prob="0.5"/>
</DROPLIST>

This is the Organic Webbing drop list from GSAs. The chance of getting Gunky Webbing is 0.5 / (0.75+0.5+1.0+0.5). Which comes to 0.1818....

That's not too complicated, but the level bit also modifies the probabilities before hand. The difference in "level" will multiply the probability down on a bell curve, so that the further away you are from the level of the item, the less likely it is.

For DGs, this level is proportional to the DF. Also, the DG lists are made up of multiple lists (about 10 or more) which are then added together in code when the roll is done, doing this bell curve stuff.

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Sat May 20, 2017 7:41 am
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Post Re: Drop rate Percents
Blue Dwarf wrote:
Items in an actual drop list all have relative probabilities.

Code:
<DROPLIST>
        <ITEM name="Sticky Organic Webbing" level="1.50" prob="0.75"/>
        <ITEM name="Gloopy Organic Webbing" level="1.50" prob="0.50"/>
        <ITEM name="Gloopy Organic Webbing" level="2.0" prob="1.00"/>
        <ITEM name="Gunky Organic Webbing" level="2.0" prob="0.5"/>
</DROPLIST>

This is the Organic Webbing drop list from GSAs. The chance of getting Gunky Webbing is 0.5 / (0.75+0.5+1.0+0.5). Which comes to 0.1818....

That's not too complicated, but the level bit also modifies the probabilities before hand. The difference in "level" will multiply the probability down on a bell curve, so that the further away you are from the level of the item, the less likely it is.

For DGs, this level is proportional to the DF. Also, the DG lists are made up of multiple lists (about 10 or more) which are then added together in code when the roll is done, doing this bell curve stuff.


Drop chances depend on player's level? Does star sonata really use the 2000s korean game mechanics?

The drop rates should not be given to players, they should keep tracks of their loots on their own. It's not difficult and if entire teams kept logs of their loots then they could quickly get an estimate drop rates. I did that for every pps dg/endgame boss and I enjoyed that feature. Giving just the list of items that drop would save players from unnecessary grind.

Can some admin confirm that drop chances depend on the differene between player's and npc's level?


Sun May 21, 2017 3:31 am
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Post Re: Drop rate Percents
The White Wizard2 wrote:
Blue Dwarf wrote:
Items in an actual drop list all have relative probabilities.

Code:
<DROPLIST>
        <ITEM name="Sticky Organic Webbing" level="1.50" prob="0.75"/>
        <ITEM name="Gloopy Organic Webbing" level="1.50" prob="0.50"/>
        <ITEM name="Gloopy Organic Webbing" level="2.0" prob="1.00"/>
        <ITEM name="Gunky Organic Webbing" level="2.0" prob="0.5"/>
</DROPLIST>

This is the Organic Webbing drop list from GSAs. The chance of getting Gunky Webbing is 0.5 / (0.75+0.5+1.0+0.5). Which comes to 0.1818....

That's not too complicated, but the level bit also modifies the probabilities before hand. The difference in "level" will multiply the probability down on a bell curve, so that the further away you are from the level of the item, the less likely it is.

For DGs, this level is proportional to the DF. Also, the DG lists are made up of multiple lists (about 10 or more) which are then added together in code when the roll is done, doing this bell curve stuff.


Drop chances depend on player's level? Does star sonata really use the 2000s korean game mechanics?

The drop rates should not be given to players, they should keep tracks of their loots on their own. It's not difficult and if entire teams kept logs of their loots then they could quickly get an estimate drop rates. I did that for every pps dg/endgame boss and I enjoyed that feature. Giving just the list of items that drop would save players from unnecessary grind.

Can some admin confirm that drop chances depend on the differene between player's and npc's level?


it doesn't. it depends on the tech level of the ship the AI is using vs the level of the drop. IE a Gigantic GnT is less likely to drop off an MF BG than a 2.8k wattage.

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Sun May 21, 2017 4:16 am
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Post Re: Drop rate Percents
The White Wizard2 wrote:
Drop chances depend on player's level?

No, the tag is just called that.

It is based by default off the tech of the hull of the AI, but we can offset or override it completely in the spawner on a per-list basis. As I said before, for DGs it's based on the DF.

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Sun May 21, 2017 8:02 am
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Post Re: Drop rate Percents
Well, this is alot more complex then I imagined. lol.


Wed May 24, 2017 8:31 pm
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