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Author Topic: Random EQ Generation  (Read 2188 times)

Xander Carinus

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Random EQ Generation
« on: June 13, 2018, 8:20 PM »
I have just finished random generation for weapons, and it is freaking awesome.

No more worrying about eq stat ranges, and things being too overpowered.  One less thing in a builder's plate as well, not having to create objects.

Moving onto armor pieces next.
If killing them with kindness doesn't work, a sword works pretty well.

Epilogy

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Re: Random EQ Generation
« Reply #1 on: June 13, 2018, 10:25 PM »
Creating great sets of gear was one of the best parts for me.

Personally, I'd be happy with a game that handled just the weapon statistics without any rng involved. Level 32 sword is a level 32 sword. The consistency of d&d damage dice were something constant in a world of D2 knockoffs.

Jodah

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Re: Random EQ Generation
« Reply #2 on: June 13, 2018, 11:17 PM »
So a level 1 could randomly get the best item in the game?

Xander Carinus

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Re: Random EQ Generation
« Reply #3 on: June 14, 2018, 3:02 PM »
no.. jodah... EQ is generated based on the mob level you are killing.. so a level 13 mob will only pop out a level 13 item. a player won't get a level 50 legendary sword from killing multiple level 1 mobs.

Also builders CAN build their own items, just stating that burden is not there anymore, they don't HAVE to.
If killing them with kindness doesn't work, a sword works pretty well.

Xander Carinus

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Re: Random EQ Generation
« Reply #4 on: June 14, 2018, 3:03 PM »
It works much how Diablo 3's system works, if that gives a better understanding.
If killing them with kindness doesn't work, a sword works pretty well.

Hades_Kane

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Re: Random EQ Generation
« Reply #5 on: June 14, 2018, 5:16 PM »
We just did something pretty much the same way.

I wrote it first for our "battle royale" mode to scatter equipment throughout the map, then adapted it to generate equipment for our new pet system... then expanded it further to act as random mob drops and equipping sentient-type mobs throughout the game that might not have equipment (all of it having a chance, not guaranteed).

Still working out a few kinks (for some reason all emerald armor has "0" bash AC for some reason, lol) and trying to get juuuust the right balance on applying extra weapon flags, but it seems to be working pretty good so far.

Cool to see other MUDs going the same route.

Curious, how's your naming scheme?

Here's a sample of some of how ours went:

Code: [Select]
143) a remarkable brass hatchet is carried by An Unsent Dwarf [Room 19951]
144) a dark tan plastic shield is carried by a Dwarven Fiend [Room 19950]
145) a pair of sturdy brass greaves is carried by a Dwarven Fiend [Room 19947]
146) a brass shirt is carried by a Dwarven Fiend [Room 19947]
147) a sturdy plastic helmet is carried by a Dwarven Fiend [Room 19934]
148) a remarkable dark pink bronze tower shield is carried by An Unsent Dwarf [Room 19940]
149) a pair of brass gauntlets is carried by An Unsent Dwarf [Room 19940]
150) a pair of plastic legguards is carried by A beeba [Room 19903]
151) a remarkable dark blue brass shield is carried by a Dwarven Fiend [Room 19887]
152) a pair of remarkable brass sleeves is carried by a Dwarven Fiend [Room 19887]
153) a brass crop is in Donation Pit Room [Room 4]
154) a jade plastic spear is in Donation Pit Room [Room 4]
155) a brass shield is carried by A beeba [Room 19885]
156) a dark red plastic helm is carried by A beeba [Room 19885]
157) a a pair of sturdy brass nunchucka is carried by A beeba [Room 19885]
158) a pair of blue brass armplates is carried by A beeba [Room 19873]
159) a brass cuirass is carried by A beeba [Room 19873]
160) a sturdy brass helm is carried by A beeba [Room 19873]
161) a plastic quarterstaff is carried by A beeba [Room 19873]
162) a pair of dark pink tin leggings is carried by a white moogle [Room 9387]
163) a practice staff is carried by a white moogle [Room 9387]
164) a lime wood shield is carried by a tourist [Room 3223]
165) a wood cuirass is carried by a tourist [Room 3223]
166) a pair of sturdy wood gauntlets is carried by a tourist [Room 3208]
167) a sturdy wood breastplate is carried by a tourist [Room 3203]
168) a pair of gray bronze leggings is carried by a Mutated Dwarf [Room 19961]
169) a bronze helmet is carried by a Mutated Dwarf [Room 19961]
170) a bronze pike is carried by Inasas [Room 19953]

"sturdy" is higher quality than normal, while "remarkable" is even better (representative of our "autoset normal", "autoset shop", and "autoset quest" values).
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Epilogy

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Re: Random EQ Generation
« Reply #6 on: June 14, 2018, 6:09 PM »
It works much how Diablo 3's system works, if that gives a better understanding.

Ouch. Diablo 3 has one of the most flexible, but also insanely grindiest random items. Having to rely on luck to get a high quality drop, the traits you desire, and also high rolls for the numbers of those traits... yeah that's ugly, and directly in support of a defunct cash auction system no one asked  for, or really liked...

But maybe you meant something else.

harroghty

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Re: Random EQ Generation
« Reply #7 on: June 14, 2018, 6:34 PM »
Cool, Xander. We did something like this in Forgotten Kingdoms, too.

Each NPC (unless they are flagged to not be armed, or are specifically armed by the builder) pulls weapons and arm from a table based upon race, class, level, and alignment. The adjectives are grouped in those tables to try to align them as much as possible in an IC way. A goblin with a rusty sickle or a knight with an elegant longsword.

There is also a loot table with adjectives grouped around categories like weapons, armor, magical items, potions, etc. that admins and builders can use to alleviate some of the burden of inventing loot for each quest that ends up flooding the world (so everyone has that same helm from the same quest). The colors, adjectives, and types are all random with percentages to control the concentrations. You might find very rarely a heavily enchanted lance, but you'll find plenty of magical bucklers or lightly enchanted longswords. This command has qualifiers to allow the user or the program to give it some guidance about the level (minor, medium, or major) and the category (e.g. armour, weapon, potion, etc.).
"Deeds are the real man's true joy" - Albert Kesselring

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IFamiINIe

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Re: Random EQ Generation
« Reply #8 on: June 14, 2018, 7:00 PM »
So a level 1 could randomly get the best item in the game?

That's right. That way scrubs like yourself still have a shot!
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Xander Carinus

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Re: Random EQ Generation
« Reply #9 on: June 14, 2018, 7:04 PM »
Curious, how's your naming scheme?

there is a prefix which determines item value and flags, then the name of the item, and then the suffix which determines the stats the item has.

for instance:

Code: [Select]
The Burdensome Hide Sling of the Warrior
The Bloodstained Claw Hammer of Wounds
The Holy Bamboo Blowgun of Striking
The Lesser Bamboo Blowgun of Nobles
The Vorpal Suntetsu of the Assassin
The Rusty Rope Dart of the Wanderer
The Golden Bagh Nakh of Souls
The Hallowed Hand Spike of Scars
The Shining Blacksmith's Hamer of the Chieftain
The Holy Recurve Crossbow of the Divine
The Antique Compound Bow of Peace
The Superb Signal Whip of Peace
The Shining Scimitar of Kings
The Holy Short Bow of Justice
The Vorpal Fairy Wand of the Fallen
The Silent Javelin of Strength
The Ornate Kusarigama of Revenge
The Shining Repeating Crossbow of Knights
The Holy Murasame of Nobles
The Shining Tribal Blowgun of Wounds
The Lesser Hide Sling of Dexterity
The Deadly War Hammer of Souls
The Shining Leather Sling of War
The Poisoned Fauchard of Quickness
The Silver Glaive of Death
The Burdensome Wooden Staff of Intelligence
If killing them with kindness doesn't work, a sword works pretty well.

Xander Carinus

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Re: Random EQ Generation
« Reply #10 on: June 14, 2018, 7:12 PM »
Ouch. Diablo 3 has one of the most flexible, but also insanely grindiest random items. Having to rely on luck to get a high quality drop, the traits you desire, and also high rolls for the numbers of those traits... yeah that's ugly, and directly in support of a defunct cash auction system no one asked  for, or really liked...

But maybe you meant something else.

To each their own.  I LOVED the grind of Diablo 3, and the random EQ is what made it worth it.  It gave something to strive for... always trying to get the best sh** you can get.  It may not be for everyone, but it is a feature loved by many.

And again, I am not saying that builders CAN'T create items...  this is basically so they don't feel PRESSURE to.   

The logic behind this is, that finding builders is hard enough... finding EXPERIENCED builders is even harder.  So this really takes pressure off newbie builders and allows them to still produce usable content while they learn.

The stats are ranged based on levels... so even if you find a legendary level 5 sword, it won't stack up to a regular level 10 one.  There are checks and balances in place. For instance, a person who is level 50, killing level 1 mobs, will only get a level 1 item.
« Last Edit: June 14, 2018, 7:18 PM by Xander Carinus »
If killing them with kindness doesn't work, a sword works pretty well.

Jodah

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Re: Random EQ Generation
« Reply #11 on: June 14, 2018, 7:36 PM »
That is a kick-ass feature.  Random stats makes gaining eq that much more fun.  What mud is it?

Xander Carinus

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Re: Random EQ Generation
« Reply #12 on: June 14, 2018, 7:37 PM »
Carinus - The one I am developing.
If killing them with kindness doesn't work, a sword works pretty well.

Xander Carinus

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Re: Random EQ Generation
« Reply #13 on: June 14, 2018, 7:38 PM »
I am working on Armor generation now... the weapons are done, though
If killing them with kindness doesn't work, a sword works pretty well.

IFamiINIe

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Re: Random EQ Generation
« Reply #14 on: June 14, 2018, 9:56 PM »
It works much how Diablo 3's system works, if that gives a better understanding.

Ouch. Diablo 3 has one of the most flexible, but also insanely grindiest random items. Having to rely on luck to get a high quality drop, the traits you desire, and also high rolls for the numbers of those traits... yeah that's ugly, and directly in support of a defunct cash auction system no one asked  for, or really liked...

But maybe you meant something else.

It does have it's drawbacks, yes. The other which you didn't mention was the fact that random stats makes it often hard to determine if the item is better or not than your previous. You end up debating what small gains you get from one stat is worth the negative gains of another. Makes it a pain to cycle through items. This is why ultimately, World of Warcraft added Power Levels in my opinion. So you can quickly have a high-level value to compare to your previous items.

That said, I've built many random generated item systems in my MUD's over the years. I like the core of items to be randomly generated across rare, epic, and even sometimes legendary. I normally opt for rounded values so you don't end up with like 23 strength, 28 wisdom, and so forth. I also have a large set of predefined items for the best-of-the-best of each tier and for storyline items.

The new thing I'm recently doing with randomly generated items is adding the blueprint to be generated when the item is generated The blueprint is the materials needed to replicate the item. That blueprint is tossed into a pool of other randomly generated item blueprints that can be discovered by crafters so they can reproduce the exact item to be sold on the player-driven market. That way the players finding this items are actually feeding content to crafters who want to make those items.

win-win
« Last Edit: June 14, 2018, 9:58 PM by IFamiINIe »
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