unholyjoe
QA
my choice isnt there... "none"A little poll to see which of the progression systems players liked most...

i miss the days where we didnt have number game within the game.

my choice isnt there... "none"A little poll to see which of the progression systems players liked most...
my choice isnt there... "none"![]()
i miss the days where we didnt have number game within the game.![]()
Sounds to me a little bit like Subnautica where progress is about making better equipment and better means of transport.i miss the days where we didnt have number game within the game.![]()
What I am saying is that if things were the other way around and we were currently discussing the removal of the system that attempts to decide for players what magazines they find, there would be no people complaining that the removal is causing a lack of togetherness clearing POIs (because people who want to do it together will still do it together. The removal would not force people apart, where the addition is attempting to force togetherness)
The removal also would not force players into solo roles. (where the addition is attempting to force players out of them).
Nobody would complain that the removal took away their favorite hobby of having to bring back magazines in order to have a successful group. (First off, it would not be someone’s favorite hobby and secondly because the removal does not force people to stop helping, where the addition attempts to force players to help out group members who are trying to simply enjoy the game their preferred way).
Yes, I suppose I might find that feature of "learn by example" nice in a small way. It has the potential of balancing group dynamics a bit by encouraging the players who would normally go out looting to stick around and help the builder build, the miner mine, the hunter hunt, or the farmer farm once in a while. No matter what kind of player you are, you always have the potential to help someone else out who tags along, even if that builder, miner, hunter, or farmer tags along with the looters.I am reminded of the other thread where you brought up Learn-by-example and someone replied that it would be a fun addition and encourage teamplay. Now if that feature were in the game and were being removed, would players complain? I don't know. But even if they didn't, wouldn't having that feature still be "nice" and "fun" in a small way?
I can only say, we are used to bringing back the book series for our co-players and we got used to giving magazines to our co-players and find it another nice way to support and interact with our co-players.
Lets see, in A20 we found lots and lots of glass jars and empty cans and paper, paper and paper in our loot. I hated to find paper. Now you often find magazines instead of paper, and let me tell you: If they removed magazines and let me find paper instead, then yes, I would complain.
Yes, I suppose I might find that feature of "learn by example" nice in a small way. It has the potential of balancing group dynamics a bit by encouraging the players who would normally go out looting to stick around and help the builder build, the miner mine, the hunter hunt, or the farmer farm once in a while. No matter what kind of player you are, you always have the potential to help someone else out who tags along, even if that builder, miner, hunter, or farmer tags along with the looters.
I don't have a problem with the magazines, nor of sharing them. All that is fine in my opinion and I don't request their removal. The problems I see are how the chances of specific magazines (or any loot for that matter) are skewed by our perks which makes finding the ones to share with our base-dwellers much harder and it continues to get even harder as time goes on. Sorry if that wasn't clear. It's what I meant by "fake randomness" and "the system that attempts to decide for players what magazines they find." I find this feature to do more harm than good in relation to group dynamics. I also find it to do harm to the overall game experience. Gamestage and lootstage already have their hands on the steering wheel that drives the course of the gameplay... add more hands and you eventually lose control completely.
I actually have a comment on a Steam thread that clarifies this specifically, as I wanted to understand some of the lines found in the progression xml and how it works within the game. It can be found here: https://steamcommunity.com/app/251570/discussions/0/3810656323976142561/Could be get clarification on how the perk bonus to magazines works? There seem to be 2 ideas about how it works right now and no clear idea which is correct. And I think this is causing some of the issue.
I assume you're Cookie on there? What you posted adds a third option that is almost the same as the first in my post. Instead of a chance to replace an existing magazine directly, you are increasing the number of chances and total chances for each loot. This also will remove a magazine you would have gotten if the bonus takes effect and so has the same effect as what I mentioned.I actually have a comment on a Steam thread that clarifies this specifically, as I wanted to understand some of the lines found in the progression xml and how it works within the game. It can be found here: https://steamcommunity.com/app/251570/discussions/0/3810656323976142561/
This, I think, would give a better outcome so you aren't missing out on magazines you don't perk into because of your perked magazines replacing everything else.
No doubt.At the moment I expect TFP to release a patch with more balance fixes in the near future, i.e. it is their move now. Whatever it is, it will change things somewhat, maybe solve some problems, maybe create new.
I want to reply to the fullness of your comment, so I will reply according to the paragraphs you have.I assume you're Cookie on there? What you posted adds a third option that is almost the same as the first in my post. Instead of a chance to replace an existing magazine directly, you are increasing the number of chances and total chances for each loot. This also will remove a magazine you would have gotten if the bonus takes effect and so has the same effect as what I mentioned.
I'll point out that your math is a bit off in the 200%, 400%, 600% that you were mentioning. That's not quite correct. Your number of chances in the pool is increased but so is your total pool size. So 6/10 vs 1/5 is 6x the chances but because the pool also increases, you are only increasing by 300% for probability, which bears out in your results... 153 is roughly 3x 50.
This example does seem to suggest replacing what you would have gotten and therefore reducing chances of getting magazines you aren't perked into. If that really is the case, then that's a bad thing. The bonus should be a chance of getting 1 extra magazine of something you are perked into. Example: I loot a container and get 3 magazines. If I had no perk bonus or a lot of perk bonuses, I'd always get those same 3 magazines from that same roll of the dice. But if I do have perk bonuses, then it will roll a separate time and determine if I get one extra magazine from those perks. In other words, that second roll would be a separate loot table - X% chance per loot level per perk bonus, so let's say I have 1 bonus for cooking and 3 bonus for forge ahead. This new roll will have 3 chances of forge ahead, 1 of cooking, and X of nothing. If it's 2% per perk point, then you'd have 6% of forge ahead, 2% of cooking, and 92% of nothing. If you succeed in this roll, then you get that magazine in addition to the original 3 you would have gotten without a perk bonus. This, I think, would give a better outcome so you aren't missing out on magazines you don't perk into because of your perked magazines replacing everything else.
I have to be brief as I'm on a phone right now and it's hard to type much this way....I want to reply to the fullness of your comment, so I will reply according to the paragraphs you have.
1) You are correct in that it does not have the potential to replace existing magazines within the loot group found within the xml. All it does is add a percentage modifier to the already existing loot probabilities. If each magazine had a "high" probability (meaning a value of 0.75, indicated at the top of the loot xml), then that means 5 magazines have a 0.75/3.75 chance, or 1/5. Adding a percentage modifier to that doesn't numerically decrease the direct probability of the other magazines, as they're still going to be at a rate of 0.75 each. That number is now just lower compared to the probability of the other magazine that you've invested perk points into for a perc increase.
2) You are also correct in that my math is a little off, just not in the way you think. After examining it, I forgot that the operation used in the progression xml is perc_added, meaning it's adding 200% per level, not changing it TO that percentage per level. So for my example specifically (crates with 5 magazines, all with an equal probability), the chance for bows would have gone from 1/5 at no points, 3/7 for 1 point, 5/9 at 2 points, 7/11 for 3 points, 9/13 for 4 points, and 11/15 for 5 points. The skill isn't dictating how many more more books you'll obtain, it's simply adding a percentage modifier to your chance at finding them within a given loot pool. Just because I have 3 points and an added 600% modifier to that mag on the probability table doesn't necessarily mean I'll find 6x of that book compared to when I was at 0 points. That would mean I would've needed to find 300 books in only 250 crates, but each crate could only produce 1 book in my example. Does that make sense?
3) It certainly adds trouble for loot containers that contain multiple magazines that are connected to skills you're perked into. In my example, if I had 2 points in both archery AND blades (a 400% bonus to each probability), then the chances for rolling either of those is 5/13. Then the others 3 books only have a 1/13 chance. So out of 250 crates I would have gotten roughly 96 bow mags, 96 blade mags, and then only 19-20 each of the other 3 mags. Even though the added probability bonus for the archery and blades is 400%, you'll still only yield less than double of each from if you'd looted them with no points in either associated skill. If they were to implement your solution, then they would need to add a dedicated loot group containing the magazines to every loot container in the game within the loot xml. It would start at 0% for all, and then under the progression of each skill, they would need to add a SEPARATE bonus that somehow only tags that specific loot group. I'm not sure if that would be possible, but then again I really only know how to read the xml and edit what's already there. I can't add to it.
1) Ah, I think I did miss that. Yes, the chance is increased, but the overall probability within the scope of a given loot table is determined by how many other items are within that loot table and their numerical chance values. The two are related within this context, but the differentiation is in added percentage vs. overall probability.I have to be brief as I'm on a phone right now and it's hard to type much this way....
I think you missed what I meant about chance versus probability. Even with your updated numbers, let's look at 1/5 versus 3/7 for adding one point. You tripled your chance - from 1 to 3. You now have 3 chances out of the loot pool to obtain that magazine. Your probability went from 1/5 (20%) to 3/7 (about 43%), which is just over double. I hope that makes sense. I'll point out that I'm using chance here partially wrong myself for this example. Chance is really probability as well. I'm really talking about number of chances.
As far as my thought on the bonus being in addition to normal loot instead of replacing normal loot, I think this can be done without any modification of loot tables. Example: if the loot table has only 3 different magazines in it, the bonus will take those 3 into a temporary table and use your perks to determine how much chance to roll for each of them. If the magazines were forge ahead, cooking, and farming and you perked 3 points into forge ahead, 1 into cooking and 0 into farming and if the bonus for each perk point was 2%, you would then roll with the following chances: 6% forge ahead, 2% cooking, 0% farming, 92% nothing. No change needed for the loot table and a pretty easy calculation.
2) It is just a temporary table created in memory at the time it is needed and released after it is used. It is actually easy to create such a table in a programming language. Not something you could do in as a mod that doesn't incorporate C#, I don't think. But easy to accomplish from the dev side. Nothing at all has to be done to the XML other than read it.1) Ah, I think I did miss that. Yes, the chance is increased, but the overall probability within the scope of a given loot table is determined by how many other items are within that loot table and their numerical chance values. The two are related within this context, but the differentiation is in added percentage vs. overall probability.
2) The problem I'm seeing is that what you're calling for requires a dynamic table entry determined by what perks you've invested in and what magazines are available within the container. The XML's are static, though. The lines written within them can't change unless they're rewritten manually, even if they're affected by outside sources like the passive effects in the progression xml. So every single loot table containing magazines would need to redirect to dedicated loot group containing the related magazines, and that specific loot group would need to somehow pull the passive effect listed in the progression xml (add 2% percentage bonus per level in your example) without it interfering with the base values of the normal loot groups containing magazines. Again, I'm not sure if that's possible.
Ah, see this is where ya lose me lol. I'm very much not versed in coding. Hell I only began reading into the XML's this last week to look at the funky stuff going on with the loot tables. So this is where you'd be much more knowledgeable than I would be in how to make a certain interaction occur.2) It is just a temporary table created in memory at the time it is needed and released after it is used. It is actually easy to create such a table in a programming language. Not something you could do in as a mod that doesn't incorporate C#, I don't think. But easy to accomplish from the dev side. Nothing at all has to be done to the XML other than read it.