[DIS] Items - Drops
Posted: 26 Oct 2009, 00:02
So, the essential part of every MMO: what do monsters drop.
Two first things to agree upon:
1) Do monsters drop money?
2) Do monsters drop equipment?
My proposition: 1) Yes 2) Yes.
I'm willing to swing the other way on 1) rather easily if you come up with a counter proposition where 99% of the stuff dropped is not NPC crap to have as a money source once you bother to sell it just adding an unnecessary and annoying extra step to this.
More advanced of a topic: how often mobs drop stuff?
This is a drop chances guideline I'd like every mob to at least loosely follow. Each mob should have a "drops something at chance x" distribution of something like as follows:
100%
60%
20%
5%
1%
0,1%
0,01%
So, something they always drop and a few common things to drop. Always having something rare and always having something ultra rare. Off chances of ultra rares on everything make things interesting. Stuff dropped should somehow be in relation to the hardness to kill of the thing dropping it. The rarer something is to drop, obviously the better it should be. Of course what they drop at those chances is not to be discussed here in detail, but rather just the basics of how we're going to build this.
Most likely a lot of stuff will be considered crap to be sold to NPCs even if they have some use somewhere. Also in CR1 we probably will not have a use for most non-equippable things beyond being NPC crap.
So in my scheme we should figure out about 7 things (can be 0, can be unsigned 64bit int) for every monster to have a chance to drop. Some of these can be easily filled with body parts of the monsters. More fragile parts of monsters would have more chance of breaking in battle and hence would not be the 100% drop. Etc.
Two first things to agree upon:
1) Do monsters drop money?
2) Do monsters drop equipment?
My proposition: 1) Yes 2) Yes.
I'm willing to swing the other way on 1) rather easily if you come up with a counter proposition where 99% of the stuff dropped is not NPC crap to have as a money source once you bother to sell it just adding an unnecessary and annoying extra step to this.
More advanced of a topic: how often mobs drop stuff?
This is a drop chances guideline I'd like every mob to at least loosely follow. Each mob should have a "drops something at chance x" distribution of something like as follows:
100%
60%
20%
5%
1%
0,1%
0,01%
So, something they always drop and a few common things to drop. Always having something rare and always having something ultra rare. Off chances of ultra rares on everything make things interesting. Stuff dropped should somehow be in relation to the hardness to kill of the thing dropping it. The rarer something is to drop, obviously the better it should be. Of course what they drop at those chances is not to be discussed here in detail, but rather just the basics of how we're going to build this.
Most likely a lot of stuff will be considered crap to be sold to NPCs even if they have some use somewhere. Also in CR1 we probably will not have a use for most non-equippable things beyond being NPC crap.
So in my scheme we should figure out about 7 things (can be 0, can be unsigned 64bit int) for every monster to have a chance to drop. Some of these can be easily filled with body parts of the monsters. More fragile parts of monsters would have more chance of breaking in battle and hence would not be the 100% drop. Etc.