Drop rates
This is more for trying to figure out what the hell my friend is talking about more than anything else.
What are all the techniques for determining what items a monster drops.
I came up with three:
Fixed- Troll always drops 2 troll eyes and a something else that never changes
Random- randomly drops any item
Percent- There is a list of items a monster can drop, each has a %chance to drop (as well as a random number of items dropping probably.)
The game in question is maple story. I asked what the drop rate of a certain thing was, and he responded that there wasn't one. This lead to him trying to describe something that was random but not random. Which I told him was a percent chance to drop.
If it was fixed or pure random there would be no such thing as a rare/common item. If something was "Rare" you could just go kill something that always dropped it. And a pure random system would be absolutely stupid unless there were a very small number of things to drop in the game.
The system i've always used and assumed every game used was the % system, since I think every way you can do something random while retaining rare/common items has to have percentages involved somewhere.
Anyway tell me if I missed something.
What are all the techniques for determining what items a monster drops.
I came up with three:
Fixed- Troll always drops 2 troll eyes and a something else that never changes
Random- randomly drops any item
Percent- There is a list of items a monster can drop, each has a %chance to drop (as well as a random number of items dropping probably.)
The game in question is maple story. I asked what the drop rate of a certain thing was, and he responded that there wasn't one. This lead to him trying to describe something that was random but not random. Which I told him was a percent chance to drop.
If it was fixed or pure random there would be no such thing as a rare/common item. If something was "Rare" you could just go kill something that always dropped it. And a pure random system would be absolutely stupid unless there were a very small number of things to drop in the game.
The system i've always used and assumed every game used was the % system, since I think every way you can do something random while retaining rare/common items has to have percentages involved somewhere.
Anyway tell me if I missed something.
The machine does not run without the coin.
Warcraft III uses a very sophisticated system, where items have levels and types, and you can choose to have a given creep drop a random item of a given level and type, for example, but it's a bit more flexible than that, I think.
StealthyCoin Wrote:What are all the techniques for determining what items a monster drops.
I came up with three:
Fixed- Troll always drops 2 troll eyes and a something else that never changes
Random- randomly drops any item
Percent- There is a list of items a monster can drop, each has a %chance to drop (as well as a random number of items dropping probably.)
Well, you can implement the three just by using the right percentages and number of items:
1. 1 item, 1 in 1 chance
2. n items 1/n chance for each
3. n items, each with a (potentially) different chance, with the sum being n.
There is also "chance altering items", for instance if the player gets a lucky charm of some sort, some items' chances of being dropped may increase. For this to work, each item would have to have a "desirability" index associated with it.

