#Idea for stability of randomization proc for seeds and abilities

2 messages · Page 1 of 1 (latest)

loud folio
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Ok, so firstly I would like to state that I am making this suggestion coming from a developer background in an adjacent field (website development and back-end database programming), so I do not know if this has been implemented yet or if it is possible within the programming limitations of games.

I've noticed that balancing the game was a major goal in the last update and that the game struggles on balance for when seeds, eggs, and abilities proc - especially for the rarest items. From my coding experience, I do know that when you are using randomization code it can stabilize things if you use conditional statements, so I thought I'd suggest to add them to ensure drops happens within certain timeframes.

For example, the code would delegate the random percentage clause followed by an if/then of if it has not dropped within x amount of server time since it last proc, it forces a drop/trigger of the item on the next cycle. The amount of time would of course be highest for the most rare items, but it would stabilize the drops still at a random but with the guarantee of it showing up within a maximum amount of time. Similarly, with the rare pet abilities (such as ones with less than a 1% chance per minute), that if the pet hasn't triggered that ability say within 12 hours, that it forces it to trigger.

I understand if this isn't possible, and especially if for things like abilities that may strain the server during high demand times of the day making it unreasonable. I just would love too see the game be a bit more reliable on availability of items and abilities.

Thanks for your consideration and for listening either way!

grave gull
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The only issue I’d say with this is that, if the devs make this true, then (at least for abilities) the percentages will be incorrectly advertised. I think this is fine for celestial pods/seeds, but it does remove some of the randomness aspect to it.