Adventure Queue: Difference between revisions
imported>DirkDiggler Details on how adventures are chosen |
imported>DirkDiggler Table of probabilities |
||
Line 1: | Line 1: | ||
##TOC## | |||
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. | 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. | ||
==Choose Your Own Adventure== | |||
Specifically, the way an adventure is chosen is | Specifically, the way an adventure is chosen is | ||
* Roll for a [[Combat Frequency#Superlikely|Superlikely]] adventure. If not, | * Roll for a [[Combat Frequency#Superlikely|Superlikely]] adventure. If not, | ||
Line 18: | Line 20: | ||
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. | 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. | ||
==Equations for Encounter Frequency== | |||
For one type (combat or non-combat) of encounter, with | For one type (combat or non-combat) of encounter, with | ||
*<var>E</var> total encounters in a zone, all equally likely, | *<var>E</var> total encounters in a zone, all equally likely, | ||
Line 30: | Line 33: | ||
outq(e,j,u) = --------- | outq(e,j,u) = --------- | ||
e - j u | e - j u | ||
The adventure queue is 5 encounters long (it was changed from 3 encounters to 5 encounters in Fall of 2006). | |||
==Table of Encounter Frequency== | |||
For <var>j</var>=75%: | |||
{| cellpadding="4" cellspacing="3" border="0px" | |||
|+ Percent chance to draw an encounter that is <strong>not</strong> in the queue. | |||
|- | style="background-color: #EFEFEF" | |||
! <var>u</var> \ <var>e</var> | |||
! 3 enc. <br/>in zone | |||
! 4 enc. <br/>in zone | |||
! 5 enc. <br/>in zone | |||
! 6 enc. <br/>in zone | |||
! 7 enc. <br/>in zone | |||
! 8 enc. <br/>in zone | |||
! 9 enc. <br/>in zone | |||
|---- | |||
!0 zone enc. in queue || 33.33% || 25.00% || 20.00% || 16.67% || 14.29% || 12.50% || 11.11% | |||
|---- | |||
!1 zone enc. in queue || 44.44% || 30.77% || 23.53% || 19.05% || 16.00% || 13.79% || 12.12% | |||
|---- | |||
!2 zone enc. in queue || 66.67% || 40.00% || 28.57% || 22.22% || 18.18% || 15.38% || 13.33% | |||
|---- | |||
!3 zone enc. in queue || || 57.14% || 36.36% || 26.67% || 21.05% || 17.39% || 14.81% | |||
|---- | |||
!4 zone enc. in queue || || || 50.00% || 33.33% || 25.00% || 20.00% || 16.67% | |||
|---- | |||
!5 zone enc. in queue || || || || 44.44% || 30.77% || 23.53% || 19.05% | |||
|} | |||
==Notes== | |||
*The adventure queue is thought to reset at rollover (although this has not been tested). | |||
[[Category:Game Mechanics]] | [[Category:Game Mechanics]] |
Revision as of 04:10, 10 November 2006
- TOC##
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.
Choose Your Own Adventure
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.
Equations for Encounter Frequency
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
The adventure queue is 5 encounters long (it was changed from 3 encounters to 5 encounters in Fall of 2006).
Table of Encounter Frequency
For j=75%:
u \ e | 3 enc. in zone |
4 enc. in zone |
5 enc. in zone |
6 enc. in zone |
7 enc. in zone |
8 enc. in zone |
9 enc. in zone |
---|---|---|---|---|---|---|---|
0 zone enc. in queue | 33.33% | 25.00% | 20.00% | 16.67% | 14.29% | 12.50% | 11.11% |
1 zone enc. in queue | 44.44% | 30.77% | 23.53% | 19.05% | 16.00% | 13.79% | 12.12% |
2 zone enc. in queue | 66.67% | 40.00% | 28.57% | 22.22% | 18.18% | 15.38% | 13.33% |
3 zone enc. in queue | 57.14% | 36.36% | 26.67% | 21.05% | 17.39% | 14.81% | |
4 zone enc. in queue | 50.00% | 33.33% | 25.00% | 20.00% | 16.67% | ||
5 zone enc. in queue | 44.44% | 30.77% | 23.53% | 19.05% |
Notes
- The adventure queue is thought to reset at rollover (although this has not been tested).