Adventure Queue: Difference between revisions

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imported>Dehstil
m {{rewrite|comment=Needs further investigation.}} Category:Game Mechanics
imported>DirkDiggler
Details on how adventures are chosen
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{{rewrite|comment=Needs further investigation.}}
{{rewrite|comment=Needs further investigation.}}
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

The Hermit humbly requests that this page be rewritten or expanded.

Needs further investigation.

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