View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0002418 | Infinitode 2 | [All Projects] Infinitode 2 | public | 2024-05-19 10:24 | 2024-07-17 15:40 |
Reporter | _liangzai_ | Assigned To | therainycat | ||
Priority | normal | Severity | tweak | Reproducibility | N/A |
Status | closed | Resolution | won't fix | ||
Product Version | 1.9.0 (Season 3) | ||||
Target Version | Fixed in Version | ||||
Summary | 0002418: The reward curve for loot frequency is unreasonable. | ||||
Description |
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Additional Information | My ideas: ①The loot frequency reward curve should be more gradual and exponential, instead of a sudden large jump at the higher levels. ②Introduce some "Loot Boom" increases in loot at certain frequency levels (25, 50, 75, 95) to provide more tangible progress for players as they upgrade. ③If you feel the modified loot frequency is too powerful, you can appropriately weaken the loot rarity as well. This would make the loot progression feel more balanced and rewarding throughout the leveling process, rather than heavily backloaded towards the endgame. | ||||
Tags | No tags attached. | ||||
Well, there's definitely a bug in the loot frequency formula |
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Once again, nice find. I rarely play at such a late stage of the game (usually because I run my saved games) and it is hard to spot such a sudden change in a loot drop rate. I've collected some extra data. There's a bug in a drop rate calculation formula which is directly related to the average difficulty of portals - just like in your table, the rate starts to grow significantly only at the highest values of LOOT_FREQUENCY research and that's not intended. By the way, these charts show the amount of loot compared to 100% loot drop rate. They are being multiplied once again with the average difficulty of the map, meaning that difficulty affects the drop rate twice (exponentially). I'll leave the part which multiplies loot drop rate depending on an average difficulty, meaning that higher map difficulty will still increase the drop rate, but LOOT_FREQUENCY itself will become linear and will work exactly as the research states. In other words - loot drop rate will be increased by up to 2x with LDR values below 1050% but it will also be reduced at LDR values above 1050% (1120% is a maximum achievable value) by up to 4.5x. It will become easier to farm loot and players will get faster to 1050% LDR research (prestige research level around 92/100) but loot will drop up to around 4.5x less frequently on a maxed out endless research tree (LDR research levels around 93-100). Edit: replaced tildas with "around" because Mantis. |
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Forgot to mention: Area of the charts:
Since formulas will be adjusted to be closer to the baseline, this will increase the average loot drop rate by up to 31% (1/0.76) at all loot drop rate research levels. |
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I've decided to keep the loot as it is. Too much effort, time and risk for a thing which has been there for years already. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2024-05-19 10:24 | _liangzai_ | New Issue | |
2024-05-19 10:24 | _liangzai_ | File Added: IMG_20240516_004936.png | |
2024-05-19 10:24 | _liangzai_ | File Added: Image_1716084148786.png | |
2024-05-20 21:23 | therainycat | Priority | urgent => normal |
2024-05-20 21:23 | therainycat | Severity | crash => tweak |
2024-05-20 21:23 | therainycat | Status | new => acknowledged |
2024-07-14 19:15 | therainycat | Note Added: 0002515 | |
2024-07-14 19:15 | therainycat | Assigned To | => therainycat |
2024-07-14 19:15 | therainycat | Status | acknowledged => confirmed |
2024-07-15 22:07 | therainycat | Note Added: 0002522 | |
2024-07-15 22:08 | therainycat | Note Edited: 0002522 | View Revisions |
2024-07-15 22:08 | therainycat | Note Edited: 0002522 | View Revisions |
2024-07-15 22:21 | therainycat | Note Added: 0002523 | |
2024-07-17 15:40 | therainycat | Note Added: 0002525 | |
2024-07-17 15:40 | therainycat | Status | confirmed => closed |
2024-07-17 15:40 | therainycat | Resolution | open => won't fix |