SethAbercromby Posted June 27, 2013 Share Posted June 27, 2013 A post on Reddit has displayed how random rewards seem to work. I believe that this should not be the way true randomization should work and the game wasn't supposed to be about tedious grinds to get a single rare item. Now, how could the current system be replaced with one that can be truely described as random and is easy to implement? I suggest a tiered system that will draw reward based on multiple results. The most basic variation would first draw the rarity of the loot. For Low-level drawing I suggest a distribution of 80% for common results, 15% for uncommon results and 5% for rare results. For Mid-Level results I'd suggest altering the chances to 60% for common, 30% for uncommon and 10% for rare results. High-Level results should distribute chances of 45% for common, 35% for uncommon and 20% for rare results. Depending on the result, a new RNG will then draw an item from the drawn rarity table. I'd reccomend to not add another rarity drawing to the result as it could easily be abused to make some items near impossible to obtain.For example hiding an Ultra-Rare table behind a 5% or less drawing chance in the rare table. Even when drawn during t3 rewards, the chance to hit this table would be only... 1%? Actually, this wouldn't be too bad. In that case I'd suggest adding 3 additional tiers with an 80/15/5 distribution to any rarity. For the t1 rewards we'd have the following distribution of chances: (I forgot the list BBCode) - Common results (80% total) -- Common (80% chance, 64% total) -- Uncommon (15% chance, 12% total) -- Very Uncommon (5% chance, 4% total) - Uncommon results (15% total) -- Uncommon (80% chance, 12% total) -- Very Uncommon (15% chance, 2.25% total) -- Rare (5% chance, 0.75% total) - Rare resutls (5% total) -- Very Uncommon (80% chance, 4% total) -- Rare (15% chance, 0.75% total) -- Ultra Rare (5% chance, 0.25% total) The total distribution of all Raritys for t1 would then be: Common: 64% Uncommon: 24% Very Uncommon: 10.25% Rare: 1.5% Ultra Rare: 0.25% The distribution of chances for t2 would be slightly less weigted to Common drops: - Common results (60% total) -- Common (80% chance, 48% total) -- Uncommon (15% chance, 9% total) -- Very Uncommon (5% chance, 3% total) - Uncommon results (30% total) -- Uncommon (80% chance, 24% total) -- Very Uncommon (15% chance, 4.5% total) -- Rare (5% chance, 1.5% total) - Rare results (10% total) -- Very Uncommon (80% chance, 8% total) -- Rare (15% chance, 1.5% total) -- Ultra Rare (5% chance, 0.5% total) The total distribution for t2 would be Common: 48% Uncommon: 33% Very Uncommon: 15.5% Rare: 3% Ultra Rare: 0.5% Lastls, the distribution for t3 would result in the following: - Common Results (45% total) -- Common (80% chance, 36% total) -- Uncommon (15% chance, 6.75% total) -- Very Uncommon (5% chance, 2.25% total) - Uncommon Results (35% total) -- Uncommon (80% chance, 28% total) -- Very Uncommon (15% chance, 5.25% total) -- Rare (5% chance, 1.75% total) - Rare Results (20% total) -- Very Uncommon (80% chance, 16% total) -- Rare (15% chance, 3% total) -- Ultra Rare (5% chance, 1% total) Creating the following total chances for t3: Common: 36% Uncommon: 34.75% Very Uncommon: 23.5% Rare: 4.75% Ultra Rare: 1% As mods are only described as Common, Uncommon and Rare the chances to recieve a mod of any tier would be for the reward tiers - t1: -- Common: 64% -- Uncommon: 34.25% -- Rare: 1.75% - t2: -- Common: 48% -- Uncommon: 48.5% -- Rare: 3.5% - t3: -- Common: 36% -- Uncommon: 58.25% -- Rare: 5.75% I'd reccomend to not add any additional tiers to raritys as I'd say that these chances make it difficult enough to obtain rare Items or Mods without being too punishing. If you have any ideas or comments to my suggestion, feel free to post them but if you want me to alter the chances, please regard the consequences for any tiers and how the distribution would shift towards either common or rare items. Link to comment Share on other sites More sharing options...
.Fyr. Posted June 27, 2013 Share Posted June 27, 2013 w0w...RNG sure is weird Link to comment Share on other sites More sharing options...
SethAbercromby Posted June 27, 2013 Author Share Posted June 27, 2013 (edited) w0w...RNG sure is weird As in that the current system is weird, that my system is weird or random number generation in general? Current system: Weird as hell. I don't really get to the point to truely understand what it is supposed to achive or why it was implemented. My system: Fairly basic number generation actually. I did my best to describe the results as simple as possible. Random Number Geration: Yeah, thinking with random numbers is a bit odd but once you get into it, it's not that bad. Edited June 27, 2013 by SethAbercromby Link to comment Share on other sites More sharing options...
SethAbercromby Posted June 28, 2013 Author Share Posted June 28, 2013 Oh yeah, I forgot to explain how this System is universally applicable. and to shamelessly bump this thread Alerts: Let's say alerts have a 30% chance to trigger a Mystery Reward. As alerts cannot be tiered, every result will be drawn from the t3 table. Just as reminder, the t3 distribution is the following: Common: 36% Uncommon: 34.75% Very Uncommon: 23.5% Rare: 4.75% Ultra Rare: 1% Taking the 30% chance for a mystery reward trigger in regard, the chances for any alert to draw an item from any rarity would be the following: Common: 10.8% Uncommon: 10.425% Very Uncommon: 7.05% Rare: 1.425% Ultra rare: 0.3% Login Rewards: Very selfexplanatory. Day 1 and 2 will draw from the t1 distribution, Day 3-6 from the t2 distribution and day 7+ will draw from t3. Link to comment Share on other sites More sharing options...
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