#Probability & Rate of Fire

1 messages · Page 1 of 1 (latest)

bold ruin
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secondly, that would be a measure of "chance of activating the effect in 1 second"

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the rate of fire doesn't matter, what matters is how many bullets hit

remote wraith
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Correct.

This is why most games have whats called a "Proc Coefficient" on faster weapons, that reduces the proc chance.

bold ruin
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that's a balancing thing right, not a factor for actual probability ?

remote wraith
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If you have a machine gun that fires 50 bullets a second. You're ALWAYS going to see it happening.

1-(1-0.5)^50 = 1

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And yeah, its a blancing thing.

bold ruin
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if you're talking about balancing then the question is worded strangely and I misunderstood

remote wraith
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Its all good lol

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Im tired and probably worded it poorly.

bold ruin
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I see

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in that case I do think it makes the most sense to either: determine the bullet's effect on shooting

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or have the bullet store info on what shot it and then determine it on hit

remote wraith
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Yeah I mean, I already have it working in my game.

It was just a discussion point my artist brought up with how he wanted to stylize/ground something.

bold ruin
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i see

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my two cents is that determining beforehand let's you do cool stuff like special effects for onhit bullets

remote wraith
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In what sense?

bold ruin
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if, for example, your onhit effect was fire damage, you could make the bullet's that shoot have that effect have a fire trail

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just a bit of artistic freedom you would get as a bonus

remote wraith
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Yeah, I was just unsure if, for example, determining that, would feel worse for the player. Or even fuck with balancing.

Example: You see a fire ball leaving your gun and it misses and does nothing because you missed your target.

bold ruin
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ah you're right if you count in accuracy it does end up being lower

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since if you hit 80% of your shots, a meaningful proc would only happen in like 5% x 80% = 4% instead of 5%

sick shore
remote wraith
remote wraith
bold ruin
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it would definitely

remote wraith
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The other question also comes down to, how would I apply it for a weapon like a Flame Thrower.

bold ruin
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for a weapon like that you'd probably need to give it damage ticks and adjust it around that

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while in the flames you'll take damage every x seconds, and treat those ticks the same as you would single hits

remote wraith
# bold ruin it would definitely

Not reallytho?

If we go back to my math formula: 1 - (1 - P)^N

and lets add accuracy to that. So.

1 - (1 - P)^N*A

Where P = 0.5
N = Shots per second.
A = Accuracy.

No matter what, the proc chance comes out to 0.43. Doesnt matter if its calculated before or after leaving the gun.

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I guess some players might try to, for example.

Shoot a blank shot that doesn't apply the effect, then go "Okay my next shot will apply that effect.". Which, isn't how math works, but you know.

sick shore
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Well, math works the way you design the formula

bold ruin
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the 5% check will only occur after hitting though

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so you need not count accuracy into there, right?

sick shore
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In some case, you'd want to increase proc probability each time it doesn't proc

bold ruin
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I'm kind of out of my water rn tho, so let me know if I'm just clogging up space in the thread and I'll stop

remote wraith
bold ruin
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I'm genuinely interested in this though

sick shore
remote wraith
bold ruin
bold ruin
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the idea is to not have spurts of 6 consecutive crits or dry seasons of no crits

remote wraith
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Yeah, which, honestly, I'm surprised that they do that. Its why attack speed is a great item choice in their case.

bold ruin
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also something I should specify. it may be worthwhile not obfuscating the probability too much and focusing on making it more in line with what your players "expect" to receive

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you may have proper math but people will complain because they don't know how the probability adds up

sick shore
remote wraith
bold ruin
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like how some tactical rpgs secretly have 95% hit chsnces act like closer to 98%

remote wraith
sick shore
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As a player, it makes more sense to me that a weapon has X% chance to deal fire damage, whether it hits or not

bold ruin
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I think it should specified

remote wraith
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See, thats what I'd rather hear at the end of the day. Lol.

So you'd rather see the bullet, leaving your gun, with a fire effect, say, 5% of the time. Vs seeing a fire effect on hit 5% of the time?

bold ruin
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"5% chance to shoot flaming bullet" or "5% chance to burn on hit" for example

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whatever it is, make it clear to the player

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and they'll do the math on their own

sick shore
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Jody formulated it better than i did

remote wraith
bold ruin
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if you're specifying it as an "On hit" effect then I guess the most intuitive thing would be be to determine it On Hit

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then you would have to change it from an onhit effect to a bullet effect and deal with rebalancing around that

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which is probably the kind of thing that gives balance teams headaches

sick shore
bold ruin
sick shore
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In game like Borderlands, a weapon can deal fire damage but the burn isn't guaranteed for example

remote wraith
sick shore
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IIRC

bold ruin
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because at the end of the day there's no way to know if your bullet will hit or not

remote wraith
bold ruin
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depends on your game

remote wraith
bold ruin
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if it's multiplayer then you gotta take into consideration the other person moving lut of the way

sick shore
bold ruin
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possibly genius and or dumb idea. determine the hit with a raycast and then draw the bullet afterwards following the ray

remote wraith
remote wraith
sick shore
remote wraith
bold ruin
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neuron activation

sick shore
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So, technically, all bullet hits ?

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It's just a question of player's accuracy

remote wraith
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Pretty much the case is what I'm thinking.

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I think at the end of the day, I bite the bullet, and let the artist have this one. Its a big code rework for me, but I'm sure I can figure it out.

bold ruin
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okay in that kind of game yeah I'd make the bullet have the effect on shoot

sick shore
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In that kind of game it's more common to have X% chance to shoot a bullet of type

bold ruin
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the visual effect would be great

remote wraith
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Coolio. Cheers.

Getting feedback is part of why we released the original prototype.

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Pretty much every streamer we got to play it I told them "Please, only give us NEGATIVE feedback. We already know whats good."

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Lol

bold ruin
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also to a lesser degree players may make different choices depending on what bullet they see come out of their gun

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if they see the big boy they might stick it for the dps rather than dodging out of the way if the boss is about to die

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half the fun of gungeon and isaac is watching all the crazy projectiles though

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so I'd definitely do whatever I can to give the artist more tools to work with

remote wraith
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@bold ruin @sick shore - Thanks again for feedback and whatnot.

bold ruin
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yeah in that case maybe your game would benefit from that skewed math that other games use to make 50% feel more like 50%

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though i have no idea what math they use for that

remote wraith
bold ruin
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no i mean increasing the odds when you activate it and decreasing the odds after consecutive procs

remote wraith