Hollowprime
New member
Implement the pseudo random distribution:
https://liquipedia.net/dota2/Pseudo_Random_Distribution
It was a core mechanic for games like warcraft and diablo when some chances to find an item or activate a stun buff were too random and were either broken or sometimes never occurred. A lot of games use this mechanic to fix balance issues and provide a certainty in uncertain seeds .
For 7 days to die it can be implemented in at least two ways:
In loot: Say a beaker has a 1 every 10 chances to drop from a medical cabin. With simple random distribution the item sometimes appear multiple times and sometimes doesn't appear at all. By applying random distribution the chances to find the item slowly increase until it is either found or the item reaches 100% . Afterwards it resets back to 10%.
On damage buffs : Say there is a 20% chance for stun to take effect when you strike with heavy or clubbed power attacks . Sometimes it activates a lot of times consecutively but sometimes it doesn't activate for long periods of time making it unreliable. By applying pseudo random distribution you make absolutely certain thato on average 1 every 5 attacks is going to stun.
Pseudo random distribution mostly fixes chances for items and buffs BUT it has the capability to come in handy in random world generation as well : From chances to create zombies ,to how many number of ores can exist at a certain level ,how many animals is a city allowed to have and even the chances for hordes to appear every time you create noise.
I would personally be very happy if it was at least applied to items and weapon buffs.
The only downside is it needs to keep a track of previous randomness (it has memory) so that might be a little tough for the developers ,but in my opinion the pros outweigh the cons.
https://liquipedia.net/dota2/Pseudo_Random_Distribution
It was a core mechanic for games like warcraft and diablo when some chances to find an item or activate a stun buff were too random and were either broken or sometimes never occurred. A lot of games use this mechanic to fix balance issues and provide a certainty in uncertain seeds .
For 7 days to die it can be implemented in at least two ways:
In loot: Say a beaker has a 1 every 10 chances to drop from a medical cabin. With simple random distribution the item sometimes appear multiple times and sometimes doesn't appear at all. By applying random distribution the chances to find the item slowly increase until it is either found or the item reaches 100% . Afterwards it resets back to 10%.
On damage buffs : Say there is a 20% chance for stun to take effect when you strike with heavy or clubbed power attacks . Sometimes it activates a lot of times consecutively but sometimes it doesn't activate for long periods of time making it unreliable. By applying pseudo random distribution you make absolutely certain thato on average 1 every 5 attacks is going to stun.
Pseudo random distribution mostly fixes chances for items and buffs BUT it has the capability to come in handy in random world generation as well : From chances to create zombies ,to how many number of ores can exist at a certain level ,how many animals is a city allowed to have and even the chances for hordes to appear every time you create noise.
I would personally be very happy if it was at least applied to items and weapon buffs.
The only downside is it needs to keep a track of previous randomness (it has memory) so that might be a little tough for the developers ,but in my opinion the pros outweigh the cons.
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