Re: Ground Spawns - Design
Posted: Sun May 24, 2009 6:45 pm
Ok, been giving this a little more thought. It seems in most of our cases, these groundspawns are going to be harvest nodes - with the occasional "pickup" item for quest steps. The former being the 1,3,5,10+rare config, while the pickups are 1:1, harvest once, get the item once, done.
I'm sure there are other scenarios, but this conversation is strictly limited to the data we have on hand to work with - ie., T1-T2 nodes. We'll deal with other complexities when we get to them. :p
After reading those great dev posts, I am wondering if we could simplify our groundspawn_items table some. Instead of having 5-20 rows per node:
... we could have 1 row, with a column for 1, 3, 5, imbue, rare, and rare+10 where we can set the percentage of success as discussed in both the dev threads and LE's input to this discussion. Something like this:
As far as determining skill vs success (someone with a 5/5 Gathering skill vs someone with a 400/400 gathering skill on a T1 node), I think these percentage values might help keep things in balance - but we could also add another column as we discussed earlier, an overall % to determine success regardless of skill.
Citing this however (red):
I also stuffed a `max_skill_value` field into the table, thinking maybe this could be a simple way to determine a success/fail score.
As to what your max skill-up on this node can be, I think this value `max_skill_value` might be better placed on the spawn_ground record, so it encompasses the entire node... or better yet, configure that on a zone-wide level (maybe in the zones table?) - this being the max skill you can achieve harvesting that tier. Keep in mind, while we're trying to emulate Live, making this easily configurable to server admins is the ultimate goal.
I am not sure if this will give us the ultimate configurability for groundspawns, but I think it might make implementation easier. And this "suggestion" is just that... something to open the floor to discussion, because I only barely grasp all that intellect in those dev posts
so I really would like others to input on this before LE touches the code.
Thanks.
I'm sure there are other scenarios, but this conversation is strictly limited to the data we have on hand to work with - ie., T1-T2 nodes. We'll deal with other complexities when we get to them. :p
After reading those great dev posts, I am wondering if we could simplify our groundspawn_items table some. Instead of having 5-20 rows per node:
... we could have 1 row, with a column for 1, 3, 5, imbue, rare, and rare+10 where we can set the percentage of success as discussed in both the dev threads and LE's input to this discussion. Something like this:
As far as determining skill vs success (someone with a 5/5 Gathering skill vs someone with a 400/400 gathering skill on a T1 node), I think these percentage values might help keep things in balance - but we could also add another column as we discussed earlier, an overall % to determine success regardless of skill.
Citing this however (red):
... I wonder if we should bother trying to make 400/400 fail, since I don't think they would on a T1 node anyway (?)Harvesting changes hit the live servers with LU24 (June 14), which allow you to receive more than one resource per harvesting attempt. You will no longer receive messages that harvesting an item is trivial for you, and on any harvest where your current skill is above the maximum skill raise cap for the area, you will not fail on a harvest. (In other words: if your gathering skill is 94/95 in Antonica, and the maximum you can raise gathering in Antonica is 95, you'll have a chance to fail on the harvesting attempt and/or receive a skillup. If your gathering skill is 105/105 in that same zone, however, you will no longer fail on a harvesting attempt.)
I also stuffed a `max_skill_value` field into the table, thinking maybe this could be a simple way to determine a success/fail score.
As to what your max skill-up on this node can be, I think this value `max_skill_value` might be better placed on the spawn_ground record, so it encompasses the entire node... or better yet, configure that on a zone-wide level (maybe in the zones table?) - this being the max skill you can achieve harvesting that tier. Keep in mind, while we're trying to emulate Live, making this easily configurable to server admins is the ultimate goal.
I am not sure if this will give us the ultimate configurability for groundspawns, but I think it might make implementation easier. And this "suggestion" is just that... something to open the floor to discussion, because I only barely grasp all that intellect in those dev posts
Thanks.