Quote:
Originally Posted by cavedude
Fixing RNG has nothing to do with this... This new system is far more powerful and indeed simpler than the old one. Seriously, the old system was unnecessarily complicated and backwards. Probability is gone, there is no longer a need to have multiple lootdrop tables, those tables no longer need to equal 100%, and we now have a method to have complete control over how many items drop, whether that be a specific number or a range without fiddling with multipliers or multiple tables.
|
Oh Cavedude I strongly disagree that multiple lootdrop tables are no longer needed.
Look at following example:
So I have a Zombie in old system.
I want zombie to drop 1 body part and 1 weapon item on every kill
So you NEED 2 loottables for this:
loottable 1 - has all the zombie body parts in it
loottable 2 - has all the weapons in it
If you try to put this into same loottable and give a multiplier of 2 - you may end up in getting 2 weapons or 2 body parts per kill instead of 1 body part +1 weapon.
In your new system, this is still the case.
More to that, I don't have just 1 zombie type on my server, I have 50 different zombie TYPES from level 1 to level 50, EACH of whom can drop the SAME body parts, yet different gear.
For each of those npc types its much more practical to use TWO loottables - one to handle common body parts and another to handle gear drops, rather than to keep adding body parts into each and every gear table for each npc types.
Not to mention that gear loottable can be shared with other npcs - orcs, gnolls whatever, who can still drop the same weapon but NOT the zombie parts.
As you can see its way more practical to have:
-a loottable that handles create type unique items (per create type)
AND
-a lootable that handles universally shared items like weapons for given level range
and then use permutation of those to construct complete loottables for any given npc.
level 10 zombie will use:
-level 10 weapons table
-zombie body parts table
level 50 zombie will use:
-level 50 weapons table
-zombie body parts table
level 10 orc will use:
-level 10 weapons table
-orc body parts table
level 50 orc will use:
-level 50 weapons table
-orc body parts table
So as you can see I used 3 loottables to represent 4 different npcs.
And the difference only keeps growing as tables shared among even greater number of mobs, without the need to create unique table for each.
---------------------------------
PART 2
back to the subject on new system in general.
Going back to my example of where new item % drops are essentially multiplications of old probability times old item chance.
Math wise everything is the same, but human intuition wise - its a extra step added to get what you need.
In old system I would say: "I want an orc to drop 1 weapon out of 10 random ones once per 4 kills". And i would set my tables like this:
Loot_entry: mult 1, probability 25%
Loottable: 10 items with 10% chance each
In NEW system this converts to:
mult 1, droplimit 1:
each item set to 2.5%
Everything is identical MATH wise.
BUT in my mind to place data into DB with NEW system in mind, I still have to calculate "what I need" the OLD way, then do the multiplications in my head, and enter data the NEW way.
Now exmaple above is simple - cause its just 25% X 10%
now try soemthign liek this:
I want a mob to have 33% chance to drop something on his table that has 10 items in a following manner:
-item1 12%
-item2 9%
-item3 11%
-item4 8%
-item5 27%
-item6 13%
-item7 8%
-item8 2%
-item9 7%
-item0 3%
In old system I just set probability to 33% and items to what I want them to be.
In NEW system I have to do ALL OF THE WORK ABOVE
PLUS do all the multiplication of item chance times the 33% and then put them in the DB.
I honestly don't consider this approach easier :(
The addition of droplimit and mindrop is GOOD.
But removal of loot_entry probability is not so great in my opinion - it makes things much harder to calculate in your mind and requires unnecessary per-calculation steps.