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Post by dnsingbanana on Jan 27, 2016 14:16:42 GMT -8
Perhaps it's just me hating randomness in strategy games, but i find the fact that the resources you gain from mining are gathered randomly quite frustrating. When you're trying to make a certain stuff in preparation of a rush/quest, the main winning factor can often be just how lucky you got to get the good drops in the ore deposit or not. Sometimes you get 9 stones and sometimes you just get lots of shadowstones and iron.
Why not make it so each deposit contains atleast 1-2 rare ore (or more) but which are always located at the bottom of the deposit? Would make sense that you have to free the rare ore from the stone covering it, but also would ensure a minimum of reliability when you plan on mining something. Lastly it would put more emphasis onto the area being sure when you start mining , as being interrupted before the end just to have an opponent steal the coveted ore would feel pretty bad.
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Post by Lorenor on Jan 28, 2016 0:07:11 GMT -8
Since the introduction of the p-rng (pseudo random number generator) in the last patch, the rate at which you gain rare minerals should be a lot more constant. It is still possible to mine 5 or 6 stone in a row, but especially during night it's not very likely, and 7 or 8 stone in a row is almost impossible. So while you are right that luck is a deciding factor in the crafting stage of the game, it should be a lot more balanced since the last patch.
That said, I don't see a problem with your suggestion. It could for example replace the "fast miner" perk, so instead of the 5% mining speed (there really are enough mining speed ups, Pickaxe, Mineral Tap, the mining skill...) you get a guaranteed rare mineral for the last stack of a mineral deposit (66% iron, 33% shadowstone).
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Post by dnsingbanana on Jan 28, 2016 4:02:25 GMT -8
Well i would immediatly take it, i feel really unlucky with these. Does the prng saves itself per mineral deposit, or per kobold? So if you mine an entire deposit with just stone you will (nearly) automatically gain a rare mineral on the first harvest of another deposit ? Didn't see it switched to prng before posting, i guess that's better but.. Still random now a lot of things are random in this game so going in the direction of reliability would mean changing lots of stuff so quite hard to do. Just as a personal thought i would not bring anything to rng concerning battles (and it's already good now, i love your version of critical strikes as opposed to the common version of chances).
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Post by Lorenor on Jan 28, 2016 7:26:06 GMT -8
You have to ask Broot about how exactly the prng works, from my experience I´d it´s saved per kobold. I agree with you in that I also prefer reliability as well, but I am more or less satisfied with the current amount of "chance adjustments" in the game, so things like the prng, the fact that gold deposits and elder trees aren´t randomly spread across the map but instead there are 5 deposits and trees per quarter of the map etc. By far the most chance based thing in KT currently is fishing, but there are plans to change this as well ( link). Ps: Glad you like the critical strike mechanic, you should try the rogue build in the next patch
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Post by Broot on Jan 28, 2016 14:34:38 GMT -8
The prd, is independent per unit. So every murloc and kobold gets their own chances.
Pseudo Random Distribution (PRD) Shadowstone 10%, at night 15% (1 in 10, 1 in ~6.66) Iron Ore 20% (1 in 5) Radiant Gem 2.25% ---> 5% (1 in 20) Sageberry 33%, at night 40% (1 in 3, 1 in 2.5) Lambent Sunflower 33%, at night 40% (1 in 3, 1 in 2.5)
For a simple summary: the formula for success is (numberOfFailsInARow+1)*baseChanceConstant. Example: Iron Ore The chance to get iron ore is 20%, but the actual chance to get iron ore starts at a value like 5.57% (baseChanceConstant) on the first try. This chance is doubled after a failure (11.14% on second try), tripled after a second consecutive failure (16.71% on third try), and etc.. However, it gets reset after a success, back to 5.57%. This also means after a certain point, you can not fail. But getting to that point is unlikely for lower chanced items - but will happen once every couple million games to a player or so (>~.000002% at least for Iron Ore).
But there's also a little more, when you mine, it checks for a shadowstone: if it fails, then it checks for an iron ore. If both fail, it automatically defaults to a stone.
The constant of shadowstone or (10%) is 1.5%~ The constant of iron ore or(20%) is 5.6%~ The chance to succeed is baseChanceConstant*numberOfFailsInARow So on the absolute first mine of the game, the chance to get a stone is 92%. (98.5% * 94.4%) Chance to fail shadowstone/iron ore The second mine, the chance to get a stone is 86%. (97% * 88.8%) 3rd = 79.4%, 4th = 72.9%, 5th = 66.6%, 6th = 60.4%, 7th = 54.4%, 8th = 48.6%, 9th = 42.9%
And you can keep doing the math if you want, but it actually doesn't end here. So the chance of you getting to 5 stones in a row is 30.5%. 9 in a row is 2%. So I'm getting to my point now, is it possible to get 9 in a row? Yes, but it'll happen only once every 50 mining sessions of 9 continuous mines. This also is during the day, it's a sgifnicantly lower at night.
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