Ground Spawns - Design

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Arremis
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Re: Ground Spawns - Design

Post by Arremis » Fri Jan 22, 2010 6:56 am

Zexis....you're so clever :)
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Re: Ground Spawns - Design

Post by John Adams » Fri Jan 22, 2010 7:26 am

The dev posts that Zcoretri dug up are invaluable... but if there is new information about Harvesting, we need to know it now. I'm championing this re-design / completion based on those posts, which are 20 GU's ago. If you think they've changed, let me know.

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Re: Ground Spawns - Design

Post by ZexisStryfe » Fri Jan 22, 2010 9:26 am

Here is a link to the original thread with the info from Domino-

http://forums.station.sony.com/eq2/post ... _id=374729

Here is something a little newer on the same subject-

http://forums.station.sony.com/eq2/post ... 2&#4536152
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Re: Ground Spawns - Design

Post by John Adams » Mon Jun 07, 2010 9:06 am

Ok, my little puppies...

It's time to get me this functionality that I've been asking for forEVAR! Scat, you with me on this or not? Gonna need you, my little furry friend.

Rhas, as the new guy this might be something fun and exciting, or terrifying ;) Let me know how you feel about a task of this magnitude, and we can talk it through. I'd like to get someone besides Scat working on this level of stuff (eventually).

Please review at least the last 2 pages or so of this thread, from where we started talking about how SOE does the tiered/smart systems. This is how we need to re-write this system. We also need to integrate location_id (game grid) into our ground spawns tables so the same nodes will produce different stuff depending what grid (or location) they're on.

Questions?

Let's not let this one slip through the cracks any longer. If we get this done, we can complete a zone during the redo and sleep well at night.

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Re: Ground Spawns - Design

Post by Eradani » Mon Jun 07, 2010 3:55 pm

If Rhas doesn't want to do this, I've been reading and writing algorithms all afternoon for harvesting pulls.
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Re: Ground Spawns - Design

Post by John Adams » Mon Jun 07, 2010 4:18 pm

The more the merrier, Era. Check out the posts, see if it's something you want to tackle, or at least give input on how to store the data properly. I made up a table (pics included) that I thought might work, but it's been a year+

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Re: Ground Spawns - Design

Post by Rhas » Mon Jun 07, 2010 5:13 pm

Go for it Era. I was thinking about tackling the loot system if that's alright?

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Re: Ground Spawns - Design

Post by Scatman » Mon Jun 07, 2010 9:23 pm

Yep I'm with ya Jonathon. Although, I do not think our current loot system needs a rewrite. I think what LE has done already is just fine. It's very basic and it's a great start and can be expanded upon. Most of what we need are filters and most of this "revamp" will be database stuff with code checks to determine who sees what.

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Re: Ground Spawns - Design

Post by John Adams » Mon Jun 07, 2010 10:16 pm

ehh, I dunno Scat. What LE has is simply, spawn the NPC, look at it's loot tables, calc some probability, min/maxes, and throw it in a loot table. That's way too cut and dry for all this "Smart Loot" stuff, imo. I think the Loot System is going to need a lot more than a little tweaking - and almost think the database tables are fine, with maybe a few new fields for more probability stuff if anything.

But, we'll discuss it deeper when we're all on IRC or something.

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Re: Ground Spawns - Design

Post by ilythor » Tue Jun 08, 2010 1:50 am

*eyes glisten*

This reminded me of the Dev-Chat thing that sparked and went out a good while ago.

Time? I'll have notepad open. I promise!
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Re: Ground Spawns - Design

Post by Eradani » Tue Jun 08, 2010 8:06 am

I'm quiet close to finishing starting designing harvesting pulls. =P

Actually, I've got most of it worked out in pseudo-C and only have to rethink it in pseudo-SQL and decide how to make up some numbers for percent chance on, for instance, jum jum vs black coffee.

I looked around lots last night and couldn't find any hard numbers on distribution of harvested items. Anyone on live want to volunteer to harvest 100(0) nodes of each type from every tier and tell me what you got on each pull?? no? pfft. I guess if noone has access to this kind of information, I'll have to make up some numbers based on my personal harvesting experience and hints on the forum.

I do have to go out today and it may be that I'll be temporarily suspending my hate of pharmaceuticals and popping some and going to bed for the rest of the night. Depending on how bad my back hurts tomorrow, I should have it worked out enough for you guys to rip it all apart.

It will be a very long post, so if nobody has any objections, I'll start a different post for Harvesting Pulls.
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Re: Ground Spawns - Design

Post by John Adams » Tue Jun 08, 2010 8:24 am

The dev posts here from Zcoretri and Zexis are loaded with calcs and information - maybe nothing absolutely precise, but we're an emulator, so I am not offended if we are off by a few 0.00002% ;)

In other words, don't blow your own mind out being too precise. Let's get a framework in place that is different than what we got, because what we got is far too generic. Give me an option to tell a ? on the grass to spawn a feather, while the same ? will give me a shell on the beach (location_id uniqueness). If that doesn't make sense, let's talk.

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Re: Ground Spawns - Design

Post by JCL » Tue Jun 08, 2010 9:15 am

Even if we collected a 100 of each tier it would be accurate. Each time you gather its random which item you'll get and how many up to 10. Every time you get a rare you also get 10 of an item.
John Adams wrote:Give me an option to tell a ? on the grass to spawn a feather, while the same ? will give me a shell on the beach (location_id uniqueness).
That feature should be pretty easy. Just make a separate ? in the database for each area.

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Re: Ground Spawns - Design

Post by John Adams » Tue Jun 08, 2010 12:37 pm

JCL wrote:That feature should be pretty easy. Just make a separate ? in the database for each area.
If I wanted redundant data in the DB, I would have done that years ago rather than wait patiently for it to be done properly.

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Re: Ground Spawns - Design

Post by ZexisStryfe » Tue Jun 08, 2010 6:10 pm

Trying to scare off the newbies already John? :P :shock: :twisted:
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