Rarity in games, and how to set it up.

#1chrisjrogersPosted 5/8/2013 8:28:31 AM
I'm working on some things to do with rarity for my game and wanted to do something other than just strait random numbers.

Anyone know of some equations used for rarity in games that might be interesting or useful?
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#2OrangeWizardPosted 5/8/2013 9:05:33 AM
rarity = gems + fashion +marshmallows



But you can just use a percentage.
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#3Greyhawk0Posted 5/8/2013 1:35:10 PM
You could have a "loot pool" (or several) and various things will fill it up/drain it. Examples:

-Finding common items (or empty chests/bodies) will fill it, and rare items will drain it.
-The more full it is, the more likely a rare will be found.
-Selling/destroying rares could fill it a certain percentage of the cost (to offset bad rares).
-The more rare, the more the drain. The more full the loot pool, the more rare the find.

There would still be a random element of course, but lots of bad luck could yield a very rare item or just several lesser rares. It would be hard to balance though, since it could give less-rares at a seemingly constant rate on average.
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#4GoatJugSoupPosted 5/8/2013 2:35:45 PM
Greyhawk0 posted...
You could have a "loot pool" (or several) and various things will fill it up/drain it. Examples:

-Finding common items (or empty chests/bodies) will fill it, and rare items will drain it.
-The more full it is, the more likely a rare will be found.
-Selling/destroying rares could fill it a certain percentage of the cost (to offset bad rares).
-The more rare, the more the drain. The more full the loot pool, the more rare the find.

There would still be a random element of course, but lots of bad luck could yield a very rare item or just several lesser rares. It would be hard to balance though, since it could give less-rares at a seemingly constant rate on average.


wow that sounds much better than random chance did you just come up with that?
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#5chrisjrogers(Topic Creator)Posted 5/8/2013 4:31:51 PM
Working on a card game now with dynamic card stats and if I can figure it out dynamic effects. :p

figured the higher the stats of the cards the rarer it should be.
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#6PTP2009Posted 5/8/2013 4:48:28 PM
The loot pool thing is a good way to hedge against the randomness, and help prevent long losing streaks which can be really frustrating for players. You end up increasing the overall percentage but basically guaranteeing that things happen more regularly.
#7ReconditePhreakPosted 5/9/2013 7:03:55 PM
wow that sounds much better than random chance did you just come up with that?

Until your players figure out they can game the system to increase their chances of rare loot.
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#8PTP2009Posted 5/13/2013 12:45:09 PM
You set up the loot pool thing so that it only affects the rare drops of that particular boss that drops it. There's no way to game it, you still have to farm that boss, it just prevents getting really unlucky.