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Timeline for Modern Loot Table Concepts

Current License: CC BY-SA 3.0

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May 23, 2017 at 12:37 history edited CommunityBot
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May 21, 2017 at 5:13 history tweeted twitter.com/StackGameDev/status/866159897867628545
May 16, 2017 at 6:15 vote accept Krythic
May 12, 2017 at 22:56 comment added Pharap @Krythic An item with weight 200 is equivalent to 200/700 (or 0.2857) just as a probability of 30% is equal to 30/100 (0.3), the only difference is the guarantee that the sum will be a specific number (100) as opposed to an arbitrary one (and I assume this guarantee is enforced either through exceptions or by reducing the probability to fit). I stand by my other point though, you haven't made the exact criteria of 'better' clear. You've given us a story rather than a specification.
May 12, 2017 at 22:34 comment added Krythic @Pharap In fact, I would actually go as far as to say that a weight system is a horrible design decision. If you want to change one thing, you would need to change the weight of every other item in the table. It serves as evidence that a programmer has no idea what he's doing.
May 12, 2017 at 22:14 comment added Krythic @Pharap No. Weights are drastically different. Weight doesn't need to add up to 100. You could have an item with 200 weight and one with 500. Together, it's a total weight of 700. But this becomes ambiguous as to what the Probability is. My Probability implementation is exact. If you see 30% it means 30%.
May 12, 2017 at 22:10 comment added Pharap Are probabilities not technically the same things as weights? Theoretically each has the same effect. I agree with @congusbongus, you have told us lots about your attempts, but have not specified the exact criteria of 'better'. If you edited in a nice bullet-pointed list of requirements it would make it much easier for someone to find a fitting solution for you. E.g. "each drop hands out 5 items, only 1 of these can be a gemstone` etc. (Also it would be nice to know precisely why you don't want a weighted system so we can avoid the cause and not the symptom.)
May 12, 2017 at 6:40 comment added Philipp If you want your loot system to deliver a more even and balanced game experience without completely eradicating surprise, you might find this question interesting: How can I make a “random” generator that is biased by prior events?
May 12, 2017 at 4:10 comment added Theraot What is wrong with the not-so-modern approach? Is there something that you want to do that you can't with a simpler solution? - For instance, you don't like using weights, is there something that you want to do that weights would prevent you from doing? - Taken that you don't want to use weights that doesn't tell enough to know what direction to go - It seems to be you just want to know the state of the art. If that's the idea, it means that as soon something "more modern" comes along all the answers will be obsolete.
May 12, 2017 at 4:07 answer added IndieForger timeline score: 2
May 12, 2017 at 3:54 history edited Krythic CC BY-SA 3.0
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May 12, 2017 at 3:47 comment added Krythic @Gnemlock I also added "Modern" to the title to make it look more snazzy. Is there something else that I can add to clarify my intentions? I think it is quite clear. "What is a modern way to implement a system that I have been working on?"
May 12, 2017 at 3:45 comment added Gnemlock Your edit only adds a comment; it does nothing to make it more clear what your actually asking.
May 12, 2017 at 3:44 history edited Krythic CC BY-SA 3.0
added 11 characters in body; edited title
May 12, 2017 at 3:37 review Close votes
May 17, 2017 at 7:33
May 12, 2017 at 3:29 history edited Krythic CC BY-SA 3.0
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May 12, 2017 at 3:25 comment added Krythic I will edit to make it more clear.
May 12, 2017 at 3:22 comment added congusbongus I'm not sure what you're asking here. It's impossible to answer "how can I make this better" if you haven't given criteria on what constitutes "better". Instead I see that you had some design problems - how can I only drop one item, or drop all items - but you solved them already.
May 12, 2017 at 2:41 history edited Krythic CC BY-SA 3.0
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May 12, 2017 at 2:32 history asked Krythic CC BY-SA 3.0