StealthyCoin
2007.07.24, 06:44 AM
This is more for trying to figure out what the hell my friend is talking about more than anything else.
What are all the techniques for determining what items a monster drops.
I came up with three:
Fixed- Troll always drops 2 troll eyes and a something else that never changes
Random- randomly drops any item
Percent- There is a list of items a monster can drop, each has a %chance to drop (as well as a random number of items dropping probably.)
The game in question is maple story. I asked what the drop rate of a certain thing was, and he responded that there wasn't one. This lead to him trying to describe something that was random but not random. Which I told him was a percent chance to drop.
If it was fixed or pure random there would be no such thing as a rare/common item. If something was "Rare" you could just go kill something that always dropped it. And a pure random system would be absolutely stupid unless there were a very small number of things to drop in the game.
The system i've always used and assumed every game used was the % system, since I think every way you can do something random while retaining rare/common items has to have percentages involved somewhere.
Anyway tell me if I missed something.
What are all the techniques for determining what items a monster drops.
I came up with three:
Fixed- Troll always drops 2 troll eyes and a something else that never changes
Random- randomly drops any item
Percent- There is a list of items a monster can drop, each has a %chance to drop (as well as a random number of items dropping probably.)
The game in question is maple story. I asked what the drop rate of a certain thing was, and he responded that there wasn't one. This lead to him trying to describe something that was random but not random. Which I told him was a percent chance to drop.
If it was fixed or pure random there would be no such thing as a rare/common item. If something was "Rare" you could just go kill something that always dropped it. And a pure random system would be absolutely stupid unless there were a very small number of things to drop in the game.
The system i've always used and assumed every game used was the % system, since I think every way you can do something random while retaining rare/common items has to have percentages involved somewhere.
Anyway tell me if I missed something.