khaos
Alpha
- Joined
- Nov 21, 2009
- Posts
- 586
- Location
- Belgium
- Society
- Church Of Lootius
- Avatar Name
- Simon Khaos Verbeke
I have been thinking about a fair way to divide loot, so it's random, but also dependent on skills and such, and not exploitable.
I don't claim this to be the correct theory, but it sounds like a good way to do it. At least in my opinion.
We all know loot is generated when you click to loot the mob.
I think the following happens:
A player clicks the mob to loot it
A random number is chosen within a predefined range, i have chosen -80 => 20 as an example.
If the number is negative, no loot is found. if it is positive, you have a normal loot.
Now, if the number is higher than 15 for example, a multiplier is triggered.
The multiplier is based on: mob type, mob maturity, weapon used, armor used, etc. and most important: skill level.
A multiplier can look like this:
2.00 is base
+2.00 for the right mob
+3.00 for the right maturity
+1.50 for the right weapon
+7.70 for level 77 laser sniper
Etc. etc.
It is also possible that skills add a multiplier, no matter what the random number was.
Or that it increases that random number so you have more chance to be in the multiplier zone. example:
300k skills = random number +7.50 (300/10=30, 30/2=15, 15/2=7.5)
Just my
I don't claim this to be the correct theory, but it sounds like a good way to do it. At least in my opinion.
We all know loot is generated when you click to loot the mob.
I think the following happens:
A player clicks the mob to loot it
A random number is chosen within a predefined range, i have chosen -80 => 20 as an example.
If the number is negative, no loot is found. if it is positive, you have a normal loot.
Now, if the number is higher than 15 for example, a multiplier is triggered.
The multiplier is based on: mob type, mob maturity, weapon used, armor used, etc. and most important: skill level.
A multiplier can look like this:
2.00 is base
+2.00 for the right mob
+3.00 for the right maturity
+1.50 for the right weapon
+7.70 for level 77 laser sniper
Etc. etc.
It is also possible that skills add a multiplier, no matter what the random number was.
Or that it increases that random number so you have more chance to be in the multiplier zone. example:
300k skills = random number +7.50 (300/10=30, 30/2=15, 15/2=7.5)
Just my