Difference between revisions of "Patch:Looting"

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<h1>Loot in RCE Games:</h1>
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'''This is currently how looting works as of Early Access one. If any updates or changes are made a new link to the updated looting mechanics will be provided.'''
 
 
'''Please note - Entropia Universe is only used as an example because it’s the only other RCE game to compare against.'''
 
 
 
 
 
<h2> Entropia Looting </h2>
 
In Entropia Universe if 4 players deal 400PED of damage to a mob there will be roughly 400PED in loot from that creature for the loot pool. This loot is defined once the creature is killed and then split across the players.
 
 
 
If the loot is purely materials then the split is easy as every will get their damage contribution worth.
 
 
 
Where is gets complicated is when items are involved. Say 50PED of the loot is one item. Then only 350 is split across everyone for the damage contribution  and the item is technically completely random but most likely ends up with the highest damage contribution . Even worse is when say 250 is for one item leaving only 150 to be split for damage contribution.
 
 
 
  
 
<h2> Virtuverse Looting </h2>
 
<h2> Virtuverse Looting </h2>
Virtuverse does things differently. Let's say 400 Aurum of damage is done to a creature. The loot isn’t defined once the mob is killed. The system looks at the damage contributions and then each player gets their contribution loot defined and it is unique to everyone else's. Meaning you might get completely different materials compared to the other 3 players.  
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Virtuverse does things differently when distributing loot. Let's say 400 Aurum of damage is done to a creature. The loot isn’t defined once the mob is killed. The system looks at the damage contributions and then each player gets their contribution loot defined and it is '''''unique''''' to everyone else's, meaning you might get completely different materials compared to the other 3 players.  
 
 
<h3>Virtuverse Example </h3>
 
 
 
400 Aurum is damage
 
 
 
Player 1 does 150 - 37.5% </br>
 
Player 2 does 100 - 25% </br>
 
Player 3 does 90 - 22.5% </br>
 
Player 4 does 60 - 15% </br>
 
 
 
Player 1 gets a weapon worth 140 Aurum but then only gets 10 Aurum of other materials </br>
 
Player 2 gets a chest piece worth 20 Aurum and gets 80 Aurum in other materials </br>
 
Player 3 gets 90 Aurum is materials </br>
 
Player 4 gets a rare crafting material worth 30 Aurum and 40 Aurum is other materials </br>
 
  
<h3> Entropia Example </h3>
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<h3>Example</h3>
If we follow the same damage distribution for Entropia.
 
  
210PED of materials would have been split via damage contributions
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400 Aurum in damage
  
Player 1 - 37.5% = 78.75PED </br>
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Damage distribution:
Player 2 - 25% = 52.50PED </br>
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* Player 1 does 150 - 37.5%
Player 3 - 22.5% = 47.25PED </br>
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* Player 2 does 100 - 25%
Player 4 - 15% = 31.50PED </br>
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* Player 3 does 90 - 22.5%
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* Player 4 does 60 - 15%
  
Then the items could go anywhere. All 3 could go to Player 4. They could be split randomly ect meaning the players aren’t actually getting their fair share.
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Example loots:
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* Player 1 gets a weapon worth 140 Aurum but then only gets 10 Aurum of other materials </br>
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* Player 2 gets a chest piece worth 20 Aurum and gets 80 Aurum in other materials </br>
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* Player 3 gets 90 Aurum of materials </br>
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* Player 4 gets a rare crafting material worth 30 Aurum and 30 Aurum of other materials </br>
  
 
<h2> Loot Valued More Than Input </h2>
 
<h2> Loot Valued More Than Input </h2>
One reason this works in Virtuverse is because there isn’t a jackpot system meaning they don’t have to split stuff that wasn’t accounted for. Of course, there is still a chance you will get more than you put in but you can’t get more than the contribution you put in.  
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In Virtuverse, there is no jackpot system, meaning they don’t have to split stuff that isn't accounted for. Of course, there is still a chance you will get more or even less than you put in but you can’t get more than the overall contribution you put in.  
  
<h3>Example </h3>
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<h3>Example</h3>
  
400 Aurum is damage but the loot is worth 500
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400 Aurum in damage but the loot is worth 500 Aurum
  
Player 1 does 150 - 37.5% </br>
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Damage distribution:
Player 2 does 100 - 25% </br>
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* Player 1 does 150 - 37.5% </br>
Player 3 does 90 - 22.5% </br>
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* Player 2 does 100 - 25% </br>
Player 4 does 60 - 15% </br>
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* Player 3 does 90 - 22.5% </br>
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* Player 4 does 60 - 15% </br>
  
Player 1 gets 187.50 Aurum in materials </br>
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Example Loots:
Player 2 gets a weapon worth 55 Aurum and 70 Aurum in materials </br>
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* Player 1 gets 187.50 Aurum in materials </br>
Player 3 gets 2 rare crafting items worth 25 Aurum and 40 Aurum plus 47.50 Aurum in materials. </br>
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* Player 2 gets a weapon worth 55 Aurum and 70 Aurum in materials </br>
Player 4 gets a chest piece worth 60 Aurum and 15 Aurum in materials. </br>
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* Player 3 gets 2 rare crafting items worth 25 Aurum and 40 Aurum + 47.50 Aurum in materials. </br>
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* Player 4 gets a chest piece worth 60 Aurum and 15 Aurum in materials. </br>
  
 
Everyone gets their fair share.  
 
Everyone gets their fair share.  
 
  
 
<h2> TL:DR </h2>
 
<h2> TL:DR </h2>
  
Entropia Universe = creature killed -> loot generated -> loot split based on contributions -> items randomly distributed.
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In Virtuverse, creature killed -> Contribution Percentage Defined -> Each player gets their own loot '''''uniquely''''' generated
 
 
Virtuverse = creature killed -> Contribution Percentage Defined -> Each player gets their own loot uniquely generated
 

Latest revision as of 08:49, 22 September 2019

This is currently how looting works as of Early Access one. If any updates or changes are made a new link to the updated looting mechanics will be provided.

Virtuverse Looting

Virtuverse does things differently when distributing loot. Let's say 400 Aurum of damage is done to a creature. The loot isn’t defined once the mob is killed. The system looks at the damage contributions and then each player gets their contribution loot defined and it is unique to everyone else's, meaning you might get completely different materials compared to the other 3 players.

Example

400 Aurum in damage

Damage distribution:

  • Player 1 does 150 - 37.5%
  • Player 2 does 100 - 25%
  • Player 3 does 90 - 22.5%
  • Player 4 does 60 - 15%

Example loots:

  • Player 1 gets a weapon worth 140 Aurum but then only gets 10 Aurum of other materials
  • Player 2 gets a chest piece worth 20 Aurum and gets 80 Aurum in other materials
  • Player 3 gets 90 Aurum of materials
  • Player 4 gets a rare crafting material worth 30 Aurum and 30 Aurum of other materials

Loot Valued More Than Input

In Virtuverse, there is no jackpot system, meaning they don’t have to split stuff that isn't accounted for. Of course, there is still a chance you will get more or even less than you put in but you can’t get more than the overall contribution you put in.

Example

400 Aurum in damage but the loot is worth 500 Aurum

Damage distribution:

  • Player 1 does 150 - 37.5%
  • Player 2 does 100 - 25%
  • Player 3 does 90 - 22.5%
  • Player 4 does 60 - 15%

Example Loots:

  • Player 1 gets 187.50 Aurum in materials
  • Player 2 gets a weapon worth 55 Aurum and 70 Aurum in materials
  • Player 3 gets 2 rare crafting items worth 25 Aurum and 40 Aurum + 47.50 Aurum in materials.
  • Player 4 gets a chest piece worth 60 Aurum and 15 Aurum in materials.

Everyone gets their fair share.

TL:DR

In Virtuverse, creature killed -> Contribution Percentage Defined -> Each player gets their own loot uniquely generated