Size and Quality: Difference between revisions

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{{RETURNTO Mechanics}}
{{RETURNTO Mechanics}}
Implemented on [http://forums.kingdomofloathing.com/viewtopic.php?p=39208#39208 Apr 27, 2004], the mechanism by which [[:Category:Food|food]] and [[:Category:Booze|booze]] grant [[adventures]] is (usually) governed by two intrinsic qualities of the consumable: size and quality. The information on this page comes from [http://forums.kingdomofloathing.com/viewtopic.php?p=1930336#1930336 a forum post] where [[Jick]] explicitly discusses this mechanism. He also notes that there are exceptions to this formula.
Implemented on [http://forums.kingdomofloathing.com/vb/showthread.php?t=72622 Apr 27, 2004], the mechanism by which [[:Category:Food|food]] and [[:Category:Booze|booze]] grant [[adventures]] is (usually) governed by two intrinsic qualities of the consumable: size and quality. The information on this page comes from [http://forums.kingdomofloathing.com/vb/showpost.php?p=1883348&postcount=31 a forum post] where [[Jick]] explicitly discusses this mechanism. He also notes that there are exceptions to this formula.
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==Size==
==Size==
Size is a representation of how much space the consumable takes up. It is always equal to the [[fullness]] or [[drunkenness]] the consumable takes up, and thus always an integer.
Size is a representation of how much space the consumable takes up. It is always equal to the [[fullness]] or [[drunkenness]] the consumable takes up, and thus always an integer.


==Quality==
==Quality==
Quality is a representation of how good the consumable item is for its size. Unlike size, it may not be a whole number. If the item is obtained through a recipe, its quality is based on its components' qualities.
Quality is a representation of how good the consumable item is for its size. Unlike size, it may not be a whole number. If the item is obtained through a recipe, its quality is based on its components' qualities.


==Adventure Gain==
==Adventure Gain==
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**If the difference between min and max is greater than 7, it is lopped off on either end.
**If the difference between min and max is greater than 7, it is lopped off on either end.
*An integer is chosen from the given range.
*An integer is chosen from the given range.
**It's quite likely that the maximum is not a whole number. In this case there is an X/10 chance that 1 is added to the result, where X is the tenths place of the maximum.
**It's quite likely that the maximum is not a whole number. In this case there is an X/20 chance that 1 is added to the result, where X is the tenths place of the maximum.
*This result is the number of adventures gained.
*This result is the number of adventures gained.


==Notes==
==Notes==
*An item with a size of 1 and a quality of 3.6 is actually superior to an item with the same size but a quality of 4.0. This is most apparent by the increase in adventure gains sometimes given by [[Pride]], which is caused by a decrease in quality.
*For an extremely long time, there was a bug in the calculation of food gains where there was a non-integer maximum value. The decimal portion of the number was used directly, so that, for example, a food with size 1 and quality 3.6 would be calculated as (1-3 adventures, plus a 0.6 chance of an extra adventure), meaning that it would, on average, give 2.6 adventures; whereas a size 1, quality 4 item would simply roll (1-4), giving only 2.5 adventures on average. This was silently fixed sometime in May 2010 by halving the percentage chance of the extra adventure.
*Although the majority of consumables use this formula, Jick has stated that it is no longer a strict rule, as [http://forums.kingdomofloathing.com/viewtopic.php?p=1930336#1930336 a few crafted booze items] were tweaked to make them provide more adventures than their ingredients.
 
*Although the majority of consumables introduced during NS11 use this formula, Jick has stated that it is no longer a strict rule, as [http://forums.kingdomofloathing.com/vb/showpost.php?p=1883348&postcount=31 a few crafted booze items] were tweaked to make them provide more adventures than their ingredients.
*The majority of [[consumables]] introduced during NS13 do not follow the S/Q paradigm. New consumables often have hardcoded adventure production.


[[Category:Game Mechanics]]
[[Category:Game Mechanics]]

Latest revision as of 02:44, 30 September 2010

[ Return to Game Mechanics ] Implemented on Apr 27, 2004, the mechanism by which food and booze grant adventures is (usually) governed by two intrinsic qualities of the consumable: size and quality. The information on this page comes from a forum post where Jick explicitly discusses this mechanism. He also notes that there are exceptions to this formula.

Size

Size is a representation of how much space the consumable takes up. It is always equal to the fullness or drunkenness the consumable takes up, and thus always an integer.

Quality

Quality is a representation of how good the consumable item is for its size. Unlike size, it may not be a whole number. If the item is obtained through a recipe, its quality is based on its components' qualities.

Adventure Gain

The adventures gained from consuming the item are determined in the following manner:

  • A range of numbers is determined.
    • The minimum of this range is the item's Size.
    • The maximum is the product Quality * Size.
    • If the difference between min and max is greater than 7, it is lopped off on either end.
  • An integer is chosen from the given range.
    • It's quite likely that the maximum is not a whole number. In this case there is an X/20 chance that 1 is added to the result, where X is the tenths place of the maximum.
  • This result is the number of adventures gained.

Notes

  • For an extremely long time, there was a bug in the calculation of food gains where there was a non-integer maximum value. The decimal portion of the number was used directly, so that, for example, a food with size 1 and quality 3.6 would be calculated as (1-3 adventures, plus a 0.6 chance of an extra adventure), meaning that it would, on average, give 2.6 adventures; whereas a size 1, quality 4 item would simply roll (1-4), giving only 2.5 adventures on average. This was silently fixed sometime in May 2010 by halving the percentage chance of the extra adventure.
  • Although the majority of consumables introduced during NS11 use this formula, Jick has stated that it is no longer a strict rule, as a few crafted booze items were tweaked to make them provide more adventures than their ingredients.
  • The majority of consumables introduced during NS13 do not follow the S/Q paradigm. New consumables often have hardcoded adventure production.