Adventure Queue: Difference between revisions
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==Notes== | ==Notes== | ||
*The adventure queue is thought to reset at rollover (although this has not been tested). | *The adventure queue is thought to reset at rollover (although this has not been tested). | ||
*This area of game mechanics is not well-understood. For current investigation, see the work by godskook, eit_brad and others in this [http://forums.hardcoreoxygenation.com/viewtopic.php?p=30330#30330 HCO forum thread on Adventure Outcome] -- the material on this page is derived from that investigation. | |||
[[Category:Game Mechanics]] | [[Category:Game Mechanics]] |
Revision as of 04:23, 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%, among e total encounters of that flavor in the zone, and u unique encounters from the zone already in the queue:
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 |
---|---|---|---|---|---|---|---|
1 zone enc in queue | 11.11% | 7.69% | 5.88% | 4.76% | 4.00% | 3.45% | 3.03% |
2 zone enc in queue | 16.67% | 10.00% | 7.14% | 5.56% | 4.55% | 3.85% | 3.33% |
3 zone enc in queue | 33.33% | 14.29% | 9.09% | 6.67% | 5.26% | 4.35% | 3.70% |
4 zone enc in queue | 25.00% | 12.50% | 8.33% | 6.25% | 5.00% | 4.17% | |
5 zone enc in queue | 20.00% | 11.11% | 7.69% | 5.88% | 4.76% |
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).
- This area of game mechanics is not well-understood. For current investigation, see the work by godskook, eit_brad and others in this HCO forum thread on Adventure Outcome -- the material on this page is derived from that investigation.