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Message ID: 19773
Date: Wed Jun 14 19:34:38 BST 2000
Author: blitz_krieg@bigfoot.com
Subject: RE: Randomness


Sylly wrote:

> What I've advocated for some time is a different look at
randomness. Random yes - but modified so that within any number of
given instances - if a positive doesn't turn up (like a drop) it is
subsituted. I once camped the SBS for 7 straight hours - killing
every single one - nothing - then 3 in a row. Why should anyone have
to camp for that length of time for one item?
That is one reason some folks term this game Evercamp.

I love this idea. And they could actually take it one step further
to not make it so predictable. If they want a 20% spawn rate, for
example, they start at 10% immediately after it spawns and for every
PH spawn they increase it by 5%. If you've gone 5 spawns without
one, you've actually got a 35% chance of it spawning. If it doesn't
spawn for another 5 cycles, you're up to 60% chance. Cap it at 90%
so there's no absolute. This would give statistical weight to the
thinking of "We haven't seen it in hours, we're due!" and put the
statistics and perspective back in balance.

Verant also needs to seriously reconsider how they place the "uber"
mobs of a dungeon. In Dalnir's, the uber mob is The Kly. He drops
the Necklace of Superiority. He's a level 40 or so mob that casts a
500 pt AE Ice based spell and he cast's it FAST. The rest of the
mobs in the room (or the whole dungeon for that matter) are <35. I
can't think of any possible combination of a group that could take
The Kly down and still get exp on all the surrounding mobs. So, if
you want to go for this item, you're not only in for a long camp
(very rare spawn, we've seen 2 in 20+ hours), you're also in for
getting absolutely no exp the whole time you're there. Which leads
to high level players camping in spots that really should be reserved
for lower levels.

At any rate, imo, the combination of these 2 changes would make
drastic improvements to the game.

Darkfox Reven'tsol
Xegony