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Hack and Slay Item Stats

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Level 2
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Hello,

I am currently working on an Hack and Slay. I want to make the Items have randomized stats, like Stregth 34, Agility 69 and so on. The stats should varry from 1-99. If i want to do this, do i have to create 99 different abilities for each Stat, like Stregth 1. Stregth 2, etc, or are there faster/other ways of doing this?

Thanks for reading.
 
Level 25
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Will the user notice that there are random items in the game?
If not, does it have to be random?

And if it has to be random,
won't items become quite unbalanced if they have random stats in range of 1-99 str, int, agility?
 
Level 2
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Jul 25, 2015
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"Will the user notice that there are random items in the game?"

I'm not sure how to answer this question. I just want the same loot experience as in Diablo, where the stats numbers and everything is random, so the player will probably notice that these are random items.

"If not, does it have to be random?"

As said above i want it to be as random as possible.

"And if it has to be random,
won't items become quite unbalanced if they have random stats in range of 1-99 str, int, agility?"

The way i decided to balance it was through Multipliers . The items are divided in 4 different Qualities. (Common, Rare, Epic and Legendary) The Quality applies Multpliers to Item stats, Common Items wich are easier to find apply a *0.3 Multiplier to a Stat (Example: Instead of 10 Strength this item has 3). While Legedary Items, which are very rare, dont apply any Multiplier.
 

Dr Super Good

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Do remember that randomization can frustrate players for the logical reason that the best item might be impossible to ever obtain. This is the problem games like Diablo are most famous for. You have to be very careful that the end game items do not become as good as impossible to get or you will lose players and map ratting. After all we all remember the "Diablo II HR" problem where outside of exploits and cheats it was as good as impossible to get a High Rune fairly.

For example, say you have an item that adds 1-100 of all 3 stats. The chance of you getting the perfect roll of one of its stats is 1 in 100. Since these are independent rolls we can multiply them together so the perfect item has an 1 in 1,000,000 chance of dropping. If that item type drops once every 10 minutes that means that on average a player will need to look 166,667 hours or 19 years of continuous game time to find it. However that is just so that half the players have it, the other half could spend much longer (even eternity) finding such an item.

For the best gear in your WC3 map players should not need to invest more than 12-24 hours of gameplay time to get. This is because of the fact you are competing with other maps for player time so if stuff becomes too much of a grind to get people will rather play something else. To do this adopt Diablo III 2.0 techniques of lowering random ranges, improving drop frequency and allowing people to re-roll bad affixes separately. You still need to go further than Diablo III 2.0 however as that is a separate game so spending 100+ hour for best get is acceptable while it is not in a WC3 map.
 
Do remember that randomization can frustrate players for the logical reason that the best item might be impossible to ever obtain. This is the problem games like Diablo are most famous for. You have to be very careful that the end game items do not become as good as impossible to get or you will lose players and map ratting. After all we all remember the "Diablo II HR" problem where outside of exploits and cheats it was as good as impossible to get a High Rune fairly.

For example, say you have an item that adds 1-100 of all 3 stats. The chance of you getting the perfect roll of one of its stats is 1 in 100. Since these are independent rolls we can multiply them together so the perfect item has an 1 in 1,000,000 chance of dropping. If that item type drops once every 10 minutes that means that on average a player will need to look 166,667 hours or 19 years of continuous game time to find it. However that is just so that half the players have it, the other half could spend much longer (even eternity) finding such an item.

For the best gear in your WC3 map players should not need to invest more than 12-24 hours of gameplay time to get. This is because of the fact you are competing with other maps for player time so if stuff becomes too much of a grind to get people will rather play something else. To do this adopt Diablo III 2.0 techniques of lowering random ranges, improving drop frequency and allowing people to re-roll bad affixes separately. You still need to go further than Diablo III 2.0 however as that is a separate game so spending 100+ hour for best get is acceptable while it is not in a WC3 map.

Your actually quite... Terribly wrong DSG. Ever heard of the world rpg? People play it for years and still don't even have all the char's with best/end game gear. The drop rates are in the decimal area. It's laughable how terrible that map is yet people play it quite often even still though it was played by hundreds of people a few months ago and longer. The hero's and abilities and bosses is what makes it re-playable to suffer such a horrible progression rate, so this guy stands a fair chance at making items taking 19 years to get. Just saying, you'd be surprised.

A lot of wc3 maps are actually far superior to most games of even today.
 
Level 3
Joined
Jan 7, 2013
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28
If you still haven't found a solution try playing with your imagination abit like, instead of stats the items themselves change. Use the random integer when an event happens and make the items switch during that event. You could do that with abilities aswell if you plan to do so.
 
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