05-12-2017, 01:06 AM
(01-12-2017, 08:02 AM)Green_Dragon Wrote:(01-12-2017, 06:45 AM)Kratos Wrote: This was lingering in my mind for a while now, thought I should share it with you guys. Often times people complain about not looting enough, unrewarding loot system and game getting boring without loots, which they are right to complain in many cases. I figured the famine in loots can be removed, or at very least, reduced by a loot crate system. Basically every time you complete a run you are guaranteed to get a loot box, depending on the type of the run you have completed you get a different box, in which you can loot low and high tier crafting mats, legendaries(idk if it will break the game, it probably will, so it's better if they didn't give any orange/red items).
I don't know what can be done against wave 12 joiners in this system, maybe you get a crate if you join from wave 1? how about innocent wave 3-6-9 joiners? Discuss.
Good idea. Excluding crap mats which are about fine. Red mats however could come this way that
you describe as it's obviously not possible to make their drops fair and let all players loot equally.
Lumps now on their way to 70k, Sulphur at 100k, Damascus and Eagle Feather same. Bear Fur heavily
depending on the ongoing crafting processes between 25k and 50k while you need 40 of that to
craft Heavy Bear. So your suggestion absolutely makes sense.
Edit: Of course there should be a relation between number of players on the server and the amount
of loot in the basket to limit solo farming but not exclude it.
It is possible to make drops fairer (not sure if the Warband scripting actually allows for it though).
There are some problems with random looting:
1) it can feel biased even if it's not (human nature)
2) when you go a round and a few people got several drops but others got nothing, it doesn't feel great
3) RNG on computers aren't actually that random, even on linux -- the whole /dev/random issue with loss of entropy
4) RNG on shared/cloud/virtual servers are even worse because of the shared nature and heavier loads.
#3 and #4 can make it so the random isn't actually random at all.
The way to fix it would be to make it less actually random. Keep a list of drop-receiving players in a server (you could keep a list of everyone and use flags to determine if they are drop eligible or not). On a new drop, look for the next eligible player and give it to them. When you get to the end of the list, start back at the front (or make it a ring). The individual loot item would still be random, but the distribution would be even (among alive players). You might always end up getting twisted string instead of hardened metal, but at least you get something, instead of 3 players getting multiple drops and 7 not getting any (or whatever).
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Crafting: Blacksmith Max, Armorsmith Max, Alchemy Max, Support 22, Defender 14
NI House: The Order of Scarlet Blade Scarlet Knights
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