DarkMio
02-28-2011, 04:29 PM
All Code-Quotes belongs to Sacred and Ascaron Entertainment & Deep Silver. Respect their work. I use their values as reference.
I have a real problem with the Loots in Pocket Legends. ATM I get every 5 hours a pink item. But Orange and Green Items are a lot more often than white and greyitems.
There goes something wrong. So I thought a lot about the problem in PL and under my shower I got a nice idea.
Explain the rules of RPG-Lootrates with help from some professionals.
Now comes the first part of code, all measures in promilles.
local newBalanceValues = {
[...]
ZRareExpectation15 = 2,
ZRareExpectation14 = 6,
ZRareExpectation13 = 14,
ZRareExpectation12 = 16,
ZRareExpectation11 = 24,
ZRareExpectation10 = 34,
ZRareExpectation09 = 46,
ZRareExpectation08 = 58,
ZRareExpectation07 = 72,
ZRareExpectation06 = 88,
ZRareExpectation05 = 106,
ZRareExpectation04 = 124,
ZRareExpectation03 = 144,
ZRareExpectation02 = 166,
ZRareExpectation01 = 456,
ZRareExpectation00 = 1000,
ZRareBasepoints15 = 1350,
ZRareBasepoints14 = 1320,
ZRareBasepoints13 = 1290,
ZRareBasepoints12 = 1260,
ZRareBasepoints11 = 1230,
ZRareBasepoints10 = 1200,
ZRareBasepoints09 = 1175,
ZRareBasepoints08 = 1150,
ZRareBasepoints07 = 1125,
ZRareBasepoints06 = 1100,
ZRareBasepoints05 = 1080,
ZRareBasepoints04 = 1060,
ZRareBasepoints03 = 1040,
ZRareBasepoints02 = 1020,
ZRareBasepoints01 = 1000,
ZRareBasepoints00 = 750,
[...]
The GREEN-Code:
This are dropvalues. A commondrop (ZRareExpentation00) is notationed with 1000%o, means 100% normal dropfactor. The Expentation means, if higher, it is more rare.
So, in PL a grey-item will be dropped. (Okay, the Gamesystem is a little different...)
A purple Item (ZRareExpectation11) is dropped will be dropped with a value of 24%o. Means: You have a 2,4% chance to drop a purple item. Ever 1000 drops you have ~24 purple items.
A PINK-Item in PL will have a chance of 6%o - 0,6% chance.
As explaination: The DARKRED-Code is a modifier. If an ITEM is more rare (here set-items), it has more modificated values.
A 7-8 DEF-Armor has as a pink-Armor 132 DEF.
Maybe for PL a little unfair - maybe 13,2 DEFpoints would be more fair. But anyways:
The droprates in PL are incredible.
Now we make it more complicated:
local beValues = {
NORMAL_STANDARD = 350,
NORMAL_RUNE = 15,
CHAMP_STANDARD = 700,
CHAMP_RUNE = 45,
BOSS_STANDARD = 1000,
BOSS_RUNE = 600,
EXTRAGOLD = 0,
EXTRAPOTION = 0,
EXTRARUNE = 0,
Trader_Item = 2300,
Trader_Many = 10000,
Trader_SpecialOffer = 0,
Well_Potion = 1000,
QUEST_UNIQUE = 1000,
SUBFAMDROP_LOWCHANCE = 10,
SUBFAMDROP_HIGHCHANCE = 100,
}
The DARKGREEN-Code means following:
NORMAL_STANDARD = 350 means: You have a chance of 350%o that something drops when you kill a causual creature. Every 35% you have a drop.
So, if you are lucky, the dices were lucky, you have a chance of 35% that an item will be dropped. This is multiplied to to the upper-drops.
So you have 35%-Chance that something drops and 0,2%-Chance for a SET-LEGENDARY-Item. Means: From every 100 killed Creatures you get 35 items. And every 1000 Items will be 2 of them a SET-LEGENDARY-Item.
So you have a chance of 0,07% that you get such an Item.
10.000 Creatures killed - 7 SET-Items. But only if you are really lucky. Only ment for causual creatures / NPCs.
If you kill a Champ (Miniboss) you have a chance of 700%o / 70% dropchance, same rules of Itemdroppings like above.
When you kill an ENDBOSS you have a chance of 1000%o / 100% that something drops.
The RUNES are in Sacred a special way to get your magical skills.
Another Droptwist:
SUBFAMDROP is a Dicevalue. Whenever you kill an creature, you can have luck, and your CHANCE that SOMETHING DROPS can increase from 10%o / 1% to 10%. So you can have the best dropchance of 110%! With a little luck 2 Items! Cool, eh?
Okayokay, enough from maths, now we point a values.
My next problem with this game:
I started with Lvl 1 - Lvl 20. You have here drops of max. 15Gold when you crush a chest. With Lvl 50 you have nearly the same max-gold-drops. WTF? WHY I AM LVL 50 AND GET NO MONEY? IT IS NORMAL, IN EVERY GAME, THAT THE GOLDAMOUNT INCREASES WITH LVLs. Higher Level -> More Golddrops.
But not in Pocket Legends. :(
Point 2: PL seems to be a little stiff with attributes. Enemys have the same attributes as usual. Everything works on the same old way, you know what I mean. I can hit 2 times a mummy. And I can hit 2 Times another mummy.
But the mummy had a long life, the mummy trained hard and they are differently skilled. No mummy has the same history.
So, here is my suggestion from Sacred 2:
local basetables = {
tableRows = 16,
-- begin of some hard-coded data
EFFECTDURATION = {500,3000,5000,5000},
-- end of hard-coded data
QuestExplow = {20,25,30,40,50},
QuestGoldlow = {25,30,35,40,50},
SpellFactorDiff = {800,1000,1200,1500,2000},
QuestGoldmax = {3025,4030,5035,6040,8050},
DefenseFactorDiff = {650,1000,1500,2500,4500},
QuestExpmax = {4020,5025,6030,8040,10050},
MP_experience = {1000,1150,1325,1550,1825},
NPC_speedfac_any = {1000,1050,1100,1175,1250},
AttackFactorDiff = {800,1000,1750,2750,4500},
DamageFactorDiff = {1000,1050,1200,1350,1500},
LifeFactorDiff = {1000,1400,2000,3000,4000},
MP_damage = {1000,1050,1100,1160,1220},
MP_lifeHP = {1000,1300,1650,2100,2650},
MP_EShieldHP = {1000,1300,1650,2100,2650},
MP_combatvalue = {1000,1100,1210,1330,1460},
MP_armor = {1000,1100,1210,1330,1460},
Spawn_OffsetLow = {0,0,40,70,110},
Spawn_OffsetHigh = {0,35,80,120,175},
Spawn_FactorPM = {1000,1100,1175,1250,1350},
PriceFactor = {700,1000,1400,1900,2500},
RuneLevel = {1,1,20,35,50},
Potion_big_duration = {9000,9000,9000,9000,7500},
Potion_small_duration = {9000,8000,7000,5500,4000},
Potion_middle_duration = {9000,9000,8000,7000,6000},
NPC_attrWdam_fact = {1000,1100,1250,1500,2000},
MP_intensity = {1000,1100,1210,1330,1460},
LevelCapDiff = {60,100,140,180,200},
BlacksmithSkillForDiff = {1,20,60,105,150},
LevelMinForDiff = {1,1,60,100,140},
AllEnemy_lvl = {1,10,20,200,250},
Enemy_armor = {800,900,1000,6000,7200},
Enemy_weapondamage = {650,850,1000,3300,3630},
Enemy_spelldamage = {500,800,1000,3500,3850},
SpellAttackFactorMT = {1000,1330,2000,2000},
SpellDefenseFactorMT = {1000,1750,2500,2500},
HitFactorMT = {1000,1500,2000,2000},
DamageFactorMT = {1000,1200,1400,1400},
LifeQuotientMT = {2500,800,125,125},
}
We have here a lot of values.
First: QuestGoldlow & QuestGoldmax.
Whenever you complete a quest, you have here a normal amount of gold.
Maybe we say: 100Gold. So, if you had a bad day, you can get 100G*20%o = 100G*2% = (100G/100)*2 = 2Gold. :(
But if you are lucky: 100G * 8050%o = 100G*805% = (100G/100)*805 = 805Gold! :D
Then we have some ATTRIBUTION-Changers:
I marked the necessary part in red... ;)
So we say, we have 4 mummys. Their base-value is ... lemme say lvl 45, 100 DEF, 100 ATK, 1.0 SPEED.
So we have here: Enemy_ARMOR, Enemy_WEAPONDEMAGE, Enemy_SPELLDEMAGE.
These are modificators. So a mummy can have 720DEF and 65ATK or 100DEF and 330ATK. Every Attack will be diced and their factors can be different. The last thing works in PL really really well. :)
And some mummys are really really old and others are ... 2 days mummyficated. So some are faster, and some slower. There we have the NPC_speedfac_any. This changes their moving-speed and their attack-speed. This is really useful to simulate a more realistic MMORPG.
I have a lot more statistics and values - but this goes toooo deep to handle this in a only thread.
Now my NOT-MATHSRELATED-THING but annoying too:
HELL?! WHAT IS HERE WRONG? I sold LEGENDARY LVL 20 Items for 2k - and the most of my LEGENDARY LVL 50 Items sold for 333G? WTF?!
What is wrong with the auction-house?
With PL-Inflation the prices should be high as hell... and I see there the problem with the drop rates.
This is only my opinion of view. You haven't to read everything - if you are a dev, you should it anyways.
If you like my thoughts: Response please.
If the devs have more interests about this thing: Mail me.
Excuse my english, I'm from germany.
Best regards, it's a funny and nice game - but I miss these complexive gameplay,
Mio
I have a real problem with the Loots in Pocket Legends. ATM I get every 5 hours a pink item. But Orange and Green Items are a lot more often than white and greyitems.
There goes something wrong. So I thought a lot about the problem in PL and under my shower I got a nice idea.
Explain the rules of RPG-Lootrates with help from some professionals.
Now comes the first part of code, all measures in promilles.
local newBalanceValues = {
[...]
ZRareExpectation15 = 2,
ZRareExpectation14 = 6,
ZRareExpectation13 = 14,
ZRareExpectation12 = 16,
ZRareExpectation11 = 24,
ZRareExpectation10 = 34,
ZRareExpectation09 = 46,
ZRareExpectation08 = 58,
ZRareExpectation07 = 72,
ZRareExpectation06 = 88,
ZRareExpectation05 = 106,
ZRareExpectation04 = 124,
ZRareExpectation03 = 144,
ZRareExpectation02 = 166,
ZRareExpectation01 = 456,
ZRareExpectation00 = 1000,
ZRareBasepoints15 = 1350,
ZRareBasepoints14 = 1320,
ZRareBasepoints13 = 1290,
ZRareBasepoints12 = 1260,
ZRareBasepoints11 = 1230,
ZRareBasepoints10 = 1200,
ZRareBasepoints09 = 1175,
ZRareBasepoints08 = 1150,
ZRareBasepoints07 = 1125,
ZRareBasepoints06 = 1100,
ZRareBasepoints05 = 1080,
ZRareBasepoints04 = 1060,
ZRareBasepoints03 = 1040,
ZRareBasepoints02 = 1020,
ZRareBasepoints01 = 1000,
ZRareBasepoints00 = 750,
[...]
The GREEN-Code:
This are dropvalues. A commondrop (ZRareExpentation00) is notationed with 1000%o, means 100% normal dropfactor. The Expentation means, if higher, it is more rare.
So, in PL a grey-item will be dropped. (Okay, the Gamesystem is a little different...)
A purple Item (ZRareExpectation11) is dropped will be dropped with a value of 24%o. Means: You have a 2,4% chance to drop a purple item. Ever 1000 drops you have ~24 purple items.
A PINK-Item in PL will have a chance of 6%o - 0,6% chance.
As explaination: The DARKRED-Code is a modifier. If an ITEM is more rare (here set-items), it has more modificated values.
A 7-8 DEF-Armor has as a pink-Armor 132 DEF.
Maybe for PL a little unfair - maybe 13,2 DEFpoints would be more fair. But anyways:
The droprates in PL are incredible.
Now we make it more complicated:
local beValues = {
NORMAL_STANDARD = 350,
NORMAL_RUNE = 15,
CHAMP_STANDARD = 700,
CHAMP_RUNE = 45,
BOSS_STANDARD = 1000,
BOSS_RUNE = 600,
EXTRAGOLD = 0,
EXTRAPOTION = 0,
EXTRARUNE = 0,
Trader_Item = 2300,
Trader_Many = 10000,
Trader_SpecialOffer = 0,
Well_Potion = 1000,
QUEST_UNIQUE = 1000,
SUBFAMDROP_LOWCHANCE = 10,
SUBFAMDROP_HIGHCHANCE = 100,
}
The DARKGREEN-Code means following:
NORMAL_STANDARD = 350 means: You have a chance of 350%o that something drops when you kill a causual creature. Every 35% you have a drop.
So, if you are lucky, the dices were lucky, you have a chance of 35% that an item will be dropped. This is multiplied to to the upper-drops.
So you have 35%-Chance that something drops and 0,2%-Chance for a SET-LEGENDARY-Item. Means: From every 100 killed Creatures you get 35 items. And every 1000 Items will be 2 of them a SET-LEGENDARY-Item.
So you have a chance of 0,07% that you get such an Item.
10.000 Creatures killed - 7 SET-Items. But only if you are really lucky. Only ment for causual creatures / NPCs.
If you kill a Champ (Miniboss) you have a chance of 700%o / 70% dropchance, same rules of Itemdroppings like above.
When you kill an ENDBOSS you have a chance of 1000%o / 100% that something drops.
The RUNES are in Sacred a special way to get your magical skills.
Another Droptwist:
SUBFAMDROP is a Dicevalue. Whenever you kill an creature, you can have luck, and your CHANCE that SOMETHING DROPS can increase from 10%o / 1% to 10%. So you can have the best dropchance of 110%! With a little luck 2 Items! Cool, eh?
Okayokay, enough from maths, now we point a values.
My next problem with this game:
I started with Lvl 1 - Lvl 20. You have here drops of max. 15Gold when you crush a chest. With Lvl 50 you have nearly the same max-gold-drops. WTF? WHY I AM LVL 50 AND GET NO MONEY? IT IS NORMAL, IN EVERY GAME, THAT THE GOLDAMOUNT INCREASES WITH LVLs. Higher Level -> More Golddrops.
But not in Pocket Legends. :(
Point 2: PL seems to be a little stiff with attributes. Enemys have the same attributes as usual. Everything works on the same old way, you know what I mean. I can hit 2 times a mummy. And I can hit 2 Times another mummy.
But the mummy had a long life, the mummy trained hard and they are differently skilled. No mummy has the same history.
So, here is my suggestion from Sacred 2:
local basetables = {
tableRows = 16,
-- begin of some hard-coded data
EFFECTDURATION = {500,3000,5000,5000},
-- end of hard-coded data
QuestExplow = {20,25,30,40,50},
QuestGoldlow = {25,30,35,40,50},
SpellFactorDiff = {800,1000,1200,1500,2000},
QuestGoldmax = {3025,4030,5035,6040,8050},
DefenseFactorDiff = {650,1000,1500,2500,4500},
QuestExpmax = {4020,5025,6030,8040,10050},
MP_experience = {1000,1150,1325,1550,1825},
NPC_speedfac_any = {1000,1050,1100,1175,1250},
AttackFactorDiff = {800,1000,1750,2750,4500},
DamageFactorDiff = {1000,1050,1200,1350,1500},
LifeFactorDiff = {1000,1400,2000,3000,4000},
MP_damage = {1000,1050,1100,1160,1220},
MP_lifeHP = {1000,1300,1650,2100,2650},
MP_EShieldHP = {1000,1300,1650,2100,2650},
MP_combatvalue = {1000,1100,1210,1330,1460},
MP_armor = {1000,1100,1210,1330,1460},
Spawn_OffsetLow = {0,0,40,70,110},
Spawn_OffsetHigh = {0,35,80,120,175},
Spawn_FactorPM = {1000,1100,1175,1250,1350},
PriceFactor = {700,1000,1400,1900,2500},
RuneLevel = {1,1,20,35,50},
Potion_big_duration = {9000,9000,9000,9000,7500},
Potion_small_duration = {9000,8000,7000,5500,4000},
Potion_middle_duration = {9000,9000,8000,7000,6000},
NPC_attrWdam_fact = {1000,1100,1250,1500,2000},
MP_intensity = {1000,1100,1210,1330,1460},
LevelCapDiff = {60,100,140,180,200},
BlacksmithSkillForDiff = {1,20,60,105,150},
LevelMinForDiff = {1,1,60,100,140},
AllEnemy_lvl = {1,10,20,200,250},
Enemy_armor = {800,900,1000,6000,7200},
Enemy_weapondamage = {650,850,1000,3300,3630},
Enemy_spelldamage = {500,800,1000,3500,3850},
SpellAttackFactorMT = {1000,1330,2000,2000},
SpellDefenseFactorMT = {1000,1750,2500,2500},
HitFactorMT = {1000,1500,2000,2000},
DamageFactorMT = {1000,1200,1400,1400},
LifeQuotientMT = {2500,800,125,125},
}
We have here a lot of values.
First: QuestGoldlow & QuestGoldmax.
Whenever you complete a quest, you have here a normal amount of gold.
Maybe we say: 100Gold. So, if you had a bad day, you can get 100G*20%o = 100G*2% = (100G/100)*2 = 2Gold. :(
But if you are lucky: 100G * 8050%o = 100G*805% = (100G/100)*805 = 805Gold! :D
Then we have some ATTRIBUTION-Changers:
I marked the necessary part in red... ;)
So we say, we have 4 mummys. Their base-value is ... lemme say lvl 45, 100 DEF, 100 ATK, 1.0 SPEED.
So we have here: Enemy_ARMOR, Enemy_WEAPONDEMAGE, Enemy_SPELLDEMAGE.
These are modificators. So a mummy can have 720DEF and 65ATK or 100DEF and 330ATK. Every Attack will be diced and their factors can be different. The last thing works in PL really really well. :)
And some mummys are really really old and others are ... 2 days mummyficated. So some are faster, and some slower. There we have the NPC_speedfac_any. This changes their moving-speed and their attack-speed. This is really useful to simulate a more realistic MMORPG.
I have a lot more statistics and values - but this goes toooo deep to handle this in a only thread.
Now my NOT-MATHSRELATED-THING but annoying too:
HELL?! WHAT IS HERE WRONG? I sold LEGENDARY LVL 20 Items for 2k - and the most of my LEGENDARY LVL 50 Items sold for 333G? WTF?!
What is wrong with the auction-house?
With PL-Inflation the prices should be high as hell... and I see there the problem with the drop rates.
This is only my opinion of view. You haven't to read everything - if you are a dev, you should it anyways.
If you like my thoughts: Response please.
If the devs have more interests about this thing: Mail me.
Excuse my english, I'm from germany.
Best regards, it's a funny and nice game - but I miss these complexive gameplay,
Mio