Difference between revisions of "Patch:Looting"
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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. | 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. | ||
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<h2> Virtuverse Looting </h2> | <h2> Virtuverse Looting </h2> | ||
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Everyone gets their fair share. | Everyone gets their fair share. | ||
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<h2> TL:DR </h2> | <h2> TL:DR </h2> |
Revision as of 15:04, 21 September 2019
Contents
Loot in RCE Games:
Please note - Entropia Universe is only used as an example because it’s the only other RCE game to compare against.
Entropia Looting
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.
Virtuverse Looting
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.
Virtuverse Example
400 Aurum is damage
Player 1 does 150 - 37.5%
Player 2 does 100 - 25%
Player 3 does 90 - 22.5%
Player 4 does 60 - 15%
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 is materials
Player 4 gets a rare crafting material worth 30 Aurum and 40 Aurum is other materials
Entropia Example
If we follow the same damage distribution for Entropia.
210PED of materials would have been split via damage contributions
Player 1 - 37.5% = 78.75PED
Player 2 - 25% = 52.50PED
Player 3 - 22.5% = 47.25PED
Player 4 - 15% = 31.50PED
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.
Loot Valued More Than Input
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.
Example
400 Aurum is damage but the loot is worth 500
Player 1 does 150 - 37.5%
Player 2 does 100 - 25%
Player 3 does 90 - 22.5%
Player 4 does 60 - 15%
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 plus 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
Entropia Universe = creature killed -> loot generated -> loot split based on contributions -> items randomly distributed.
Virtuverse = creature killed -> Contribution Percentage Defined -> Each player gets their own loot uniquely generated