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Hello you lovely deviants, I wanted to share that I have been working on the Item Dropping Logic/Code

Each Enemy would have set and assigned Items they can potentially drop, that could be a 1 x Petty Item, 2x Unusual Item or could be 1 x Valuable Item, 1 x Precious Item, and 1 x Priceless Item. The Enemy would also then have a Max Drop Count (ie the max number of chances to drop items - so if it had a max drop count of 5, it has 5 potential chances of dropping items)The enemies rarity would affect the likely hood of a successful drop of that item. The below is a common enemy drop chances. Where a Petty Item has an 80% chance of successfully dropping But still a 20% of failure.

The below is the Rare drop chance success rates (just ballpark numbers for now) where if a Petty item were to be selected as the possible drop, it would always succeed with a 100%

There will also be items that can be marked as "guaranteed" that would be for story or side quest purposes

But this is how it would actually work:

Guaranteed items always drop first

After that, the system selects random non-guaranteed items and rolls against their rarity chance until the maximum drop count is reached - it does this by:

Firstly picking a random item from the possible list of items the enemy can drop

It then looks up its rarity chance (in the example below that is Petty = 0.8 with a common enemy

The system then Rolls a random value from 0.0 → 1.0

If the number you roll is equal or lower than that item's chance it will drop the item - for example, if you were to get a 0.43 you would succeed. (It sounds a little strange as rolling a lower number is what makes it successful haha, but it just helped me visually look at the chance sliders as setting 0.8 as an 80% success rate, instead of it showing a 20% failure rate instead.)

And if we take that a step further, using the common enemy chances, the below would be the rough estimates on how often you would potentially see a common item drop the below rarities (assuming, the enemy was able to drop all rarities)

Petty - 1.25 Almost always drops

Unusual - About every 2 rolls

Valuable - About every 3–4 rolls

Precious - About every 6–7 rolls

Priceless - About every 20 rollsI hope this kind of made sense, but would love to hear your feedback or suggestions on how this could be improved.

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Comments

TheCozyKing

Depending on the game length/enemy frequency, 20 rolls seems low for priceless stuff maybe? Feels a bit easy to me, but then again, I enjoy grinding in games (ie survivals, etc).

nsfwpixels

Thank you for the feedback, right now these are just guesses - this is definitely where playtesting will come into play to get the balance right 😁

Leon

Depending on the items and how many we need of them, this doesn't seem too bad, but we'll see in play testing! However I think it'd be neat/funny to add some kind of lewd bonus. Like if you have sex with a certain NPC that randomly appears in towns, or certain enemies or what have you, you're luck will increase for a certain time frame. The idea of 'getting lucky' to get lucky is really amusing lmao.

nsfwpixels

Thank you so much for the suggestion, so I am actually considering something of that nature - just trying to determine how it would actual work in practice and in code :)