Adventure Queue: Difference between revisions
imported>Dehstil m {{rewrite|comment=Needs further investigation.}} Category:Game Mechanics |
imported>DirkDiggler Details on how adventures are chosen |
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The adventure queue is a feature in the game coding that makes high occurances of the same adventure in a short period of time less likely. | The adventure queue is a feature in the game coding that makes high occurances of the same adventure in a short period of time less likely. For example, if you head to the goatlet for the first time and fight a [[dairy goat]], [[dairy goat]]s will be slightly less frequent for the next several adventures. | ||
Specifically, the way an adventure is chosen is | |||
* Roll for a [[Combat Frequency#Superlikely|Superlikely]] adventure. If not, | |||
* Decide on either combat or non-combat. | |||
:* (c) If combat: choose a combat encounter. | |||
::* If it's not in the combat queue, that's the encounter. | |||
::* If it is in the combat queue, | |||
:::* 25% of the time: accept the encounter. | |||
:::* 75% of the time: go to (c) and choose a new combat encounter, subjecting that choice to the combat queue as well. | |||
:* (nc) If non-combat: choose a non-combat encounter. | |||
::* If it's not in the non-combat queue, that's the encounter. | |||
::* If it is in the non-combat queue, | |||
:::* 25% of the time: accept the encounter. | |||
:::* 75% of the time: go to (nc) and choose a new non-combat encounter, subjecting that choice to the non-combat queue as well. | |||
Note that once you enter the queue-elimination process, you don't reroll for superlikely or the type of encounter: if a non-combat is first selected you only examine non-combats against the non-combat queue, and similarly for combats. Also be aware that the rejection probability, given above as 75%, is not totally nailed down. It could be more or less than that fraction. | |||
For one type (combat or non-combat) of encounter, with | |||
*<var>E</var> total encounters in a zone, all equally likely, | |||
*<var>j</var> fractional chance of rejecting an adventure in the queue (assumed to be 3/4 or 75%), and | |||
*<var>u</var> unique encounters from this zone in the adventure queue, | |||
The chance of drawing an encounter that is present in the queue is | |||
1 - j | |||
inq(e,j,u) = --------- | |||
e - j u | |||
The chance of drawing an encounter not present in the queue is | |||
1 | |||
outq(e,j,u) = --------- | |||
e - j u | |||
[[Category:Game Mechanics]] | [[Category:Game Mechanics]] |
Revision as of 03:52, 10 November 2006
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The adventure queue is a feature in the game coding that makes high occurances of the same adventure in a short period of time less likely. For example, if you head to the goatlet for the first time and fight a dairy goat, dairy goats will be slightly less frequent for the next several adventures.
Specifically, the way an adventure is chosen is
- Roll for a Superlikely adventure. If not,
- Decide on either combat or non-combat.
- (c) If combat: choose a combat encounter.
- If it's not in the combat queue, that's the encounter.
- If it is in the combat queue,
- 25% of the time: accept the encounter.
- 75% of the time: go to (c) and choose a new combat encounter, subjecting that choice to the combat queue as well.
- (nc) If non-combat: choose a non-combat encounter.
- If it's not in the non-combat queue, that's the encounter.
- If it is in the non-combat queue,
- 25% of the time: accept the encounter.
- 75% of the time: go to (nc) and choose a new non-combat encounter, subjecting that choice to the non-combat queue as well.
Note that once you enter the queue-elimination process, you don't reroll for superlikely or the type of encounter: if a non-combat is first selected you only examine non-combats against the non-combat queue, and similarly for combats. Also be aware that the rejection probability, given above as 75%, is not totally nailed down. It could be more or less than that fraction.
For one type (combat or non-combat) of encounter, with
- E total encounters in a zone, all equally likely,
- j fractional chance of rejecting an adventure in the queue (assumed to be 3/4 or 75%), and
- u unique encounters from this zone in the adventure queue,
The chance of drawing an encounter that is present in the queue is
1 - j inq(e,j,u) = --------- e - j u
The chance of drawing an encounter not present in the queue is
1 outq(e,j,u) = --------- e - j u