Author Topic: Mobs and their drop: rebalancing  (Read 8205 times)

Offline Leopold "Shaqan" Mutter

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Re: Mobs and their drop: rebalancing
« Reply #30 on: March 17, 2014, 12:17:14 pm »
Anti, 1000 kills per hour came from simple approach. Assumed I have nothing but sea of creatures around me and pause between kills is minimal. Killing some of the weaker mobs truly takes only couple of seconds and it came down to arithmetics. One hour contains 3600s. With many mobs I actually went out and timed the effort regarding most of the maturities with a  stopwatch (foulitos incl albas, slugots, rudoeds, deminers and so forth). It took me 4-5 hours (couple tests per each maturity of a creature, if I could find it) but I did not think I could trust my subjective "feeling" enough.
« Last Edit: March 17, 2014, 12:20:26 pm by Leopold "Shaqan" Mutter »
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Offline Anti "Ether" Danilevski

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Re: Mobs and their drop: rebalancing
« Reply #31 on: March 17, 2014, 12:21:37 pm »
Anti, 1000 kills per hour came from simple approach. Assumed I have nothing but sea of creatures around me and pause between kills is minimal. Killing some of the weaker mobs truly takes only couple of seconds and it came down to arithmetics. One hour contains 3600s. With many mobs I actually went out and timed the effort regarding most of the maturities with a  stopwatch (foulitos incl albas, slugots, rudoeds, deminers and so forth). It took me 4-5 hours (couple tests per each maturity of a creature, if I could find it) but I did not think I could trust my subjective "feeling" enough.


It's unnatural situation that won't happen in the game. I'd prefer you to use current spawn rates and/or reasonable spawn rates, not just abstract situation where are you are surrounded with hordes of monsters.
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Offline Leopold "Shaqan" Mutter

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Re: Mobs and their drop: rebalancing
« Reply #32 on: March 17, 2014, 12:46:33 pm »

It's unnatural situation that won't happen in the game. I'd prefer you to use current spawn rates and/or reasonable spawn rates, not just abstract situation where are you are surrounded with hordes of monsters.

Thought on that but assumed you would want absolute values for simpler evaluation.My bad
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Offline Zaelkaer "Allfather" Vampyre

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Re: Mobs and their drop: rebalancing
« Reply #33 on: March 17, 2014, 06:24:18 pm »
Anit, when i click the excel file, i go to dropbox site that says

Nothing HereThe file you're looking for has been deleted or moved.
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Offline Anti "Ether" Danilevski

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Re: Mobs and their drop: rebalancing
« Reply #34 on: March 17, 2014, 06:32:11 pm »
My bad. It's restored, try now.
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Offline Zaelkaer "Allfather" Vampyre

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Re: Mobs and their drop: rebalancing
« Reply #35 on: March 17, 2014, 06:35:59 pm »
Working. Will send today
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Offline Jarod "Brickwit" McBrickerton

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Re: Mobs and their drop: rebalancing
« Reply #36 on: March 17, 2014, 08:06:00 pm »
Just to clarify, are we to replace "(d@g)" with just "@"?
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Offline Paul "Cuey" Darkmane

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Re: Mobs and their drop: rebalancing
« Reply #37 on: March 17, 2014, 08:15:34 pm »

It's unnatural situation that won't happen in the game. I'd prefer you to use current spawn rates and/or reasonable spawn rates, not just abstract situation where are you are surrounded with hordes of monsters.

Just a little history,this has happened before twice by a bug which was corrected very soon after.. first around when saransk first opened and later around vu 9 time ... hundreds of wolf youngs appeared SE of the zone,imagine small bites but lots of them because they aggroed to you was impossible you just died...

The second time it happened was the same time the devs had dropped some buggys into sar main town as well so i jumped in a buggy and drove around the wolves all following the buggy ^_^ ... point is it was impossible to hunt them with that many all aggroing to you no matter how small a mob it was ... gl
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Offline Paul "Cuey" Darkmane

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Re: Mobs and their drop: rebalancing
« Reply #38 on: March 17, 2014, 08:19:01 pm »
Just to clarify, are we to replace "(d@g)" with just "@"?

Pretty much m8 yeah :)
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Offline Jarod "Brickwit" McBrickerton

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Re: Mobs and their drop: rebalancing
« Reply #39 on: March 17, 2014, 08:23:02 pm »
That's what I was thinking from the start, but then there was mention of some kind of dog symbol and I started to wonder, lol.
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Offline Anti "Ether" Danilevski

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Re: Mobs and their drop: rebalancing
« Reply #40 on: March 19, 2014, 07:22:50 am »
Small update: work on the drop is in process.

It will take a lot of time because there are  several thousands of rows, with a lot of data. I have to balance it all with the monster's toughness, craft requirements, new economy and many other things. With the current speed of the work (several hundreds of rows per day) it's going to take up to two weeks, and about two weeks more to implement it. The problem is - we must finish the current, most important server-side tasks before we are able to implement the new economy. But anyways, it will happen (relatively) soon.
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Offline The "Fifth" Entity

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Re: Mobs and their drop: rebalancing
« Reply #41 on: March 20, 2014, 08:14:44 am »
If the work is still ongoing it's prolly not too late to point out the Group AI.
So far there's only one mob ingame that uses this special AI model - Rudoed. Slow-moving high-dmg mob that when attacked alerts other rudoeds in the close proximity and then attacks as a group. As a result the mob danger level has a special relationship to the spawn density, scaling from fairly easy to extremely deadly even if the maturity stays the same.
This special property has to be taken into account when balancing the mobs.


Also, i think the idea itself is ingenious and well worth further development. If we speak about gameplay and fun factor there's very few features that can be compared to this.
There was a few examples how the similar behaviour could be used for a group of bears and herd of warthogs (using slightly different but at the same time very simple algorithms). Can't access that part of the old forum atm, but i think it's not necessary either - shouldn't be hard to extend the idea using the existing scripts as a starting point.
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Offline Anti "Ether" Danilevski

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Re: Mobs and their drop: rebalancing
« Reply #42 on: March 20, 2014, 08:17:16 am »
AI will be reworked to the FPS gameplay. So it's not actuial already.
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Offline Event "Janе" Horizon

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Re: Mobs and their drop: rebalancing
« Reply #43 on: March 20, 2014, 08:18:43 am »
Wolves are one of the damage one = "attack in packs" mobs.
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Re: Mobs and their drop: rebalancing
« Reply #44 on: March 20, 2014, 08:31:21 am »
AI will be reworked to the FPS gameplay. So it's not actuial already.
Means, the mob AI will be more advanced across the board. O my... There can hardly be any better news than that. Thanx!




Thanx Jane, yes i forgot about the wolves. Since the smaller ones became one-shot mobs this feature hasn't quite, ahem, worked for me any more for some time... :)
That's a shame actually, there should be wolf spawns with the right density for the higher level players too.
Although, no worries, i think what Anti said will change everything. Can't wait!
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