Balancing repair

Here you can make and discuss suggestions to improve the game. / Hier kannst du Vorschläge einreichen und diskutieren um das Spiel zu verbessern.

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Banduk
Posts: 1288
Joined: Mon Jan 22, 2007 8:48 pm
Location: Exilant aus Trolls Bane

Balancing repair

Post by Banduk »

Currently there are barely more than 5 active player online (see http://illarion.org/statistics/de_histo ... layers.php), the most time there are less than 5 where at least 2 not even react on any chat.

Under these conditions is it almost impossible to find any repair except self repair for quality degraded items.

I think I should change the probability an item can degrade on NPC repair depending on the real amount of player.
I'd use the following figures:
Base probability an item degrades = amount of tax paying chars last month / 1000. There are currently about 130 tax paying characters.
Additionally I'd take the number of player currently online into consideration and reduce the value by 3% for each not playing character below 15 character online.

e.g. 7 player online (more or less peak time), last month 136 tax payer:
probability=(136/1000)*(1-(15-7)*0,03))=0,103 (about every 10th full NPC repair)
If you play alone and save Illarion's survival you reach: 0,07889 (about every 12,5th full NPC repair)
If there is a huge quest with 16 player online the probability will be capped at 0.136.

That way people playing in low activity time are not additionally punished since there is most likely nobody to play with and to repair any item.

The max value of 0.3 can be reached with 300 active chars (Nobody even expect that that will happen!) and 15 of them online.
User avatar
Banduk
Posts: 1288
Joined: Mon Jan 22, 2007 8:48 pm
Location: Exilant aus Trolls Bane

Re: Balancing repair

Post by Banduk »

Prepared for update with glyph package.
See: http://illarion.org/mantis/view.php?id=11730
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