Issue #548 was solved but there is a comment worth a new issue.
Miles's notes about balance are persistent: The current skill implementation
always increases drop rates in 2% per Skill level plus a fixed rate of 10%.
If a detailed game balance was considered, this would take in account besides
the skill level, the bot/item/chest class, the item type (for example, equips
drops less often than other items, etc.) and some other variables.
In fact, if we used a detailed drop balance system, each item would have it's
own drop rate, which would be affected by the skill (it could increase 10% of
the item drop rate per level or in math, ITEM_DROP_RATE * BONUS_MODIFIER where
BONUS_MODIFIER is 0.1*SKILL_LVL)
While using a fixed amount might not be the best idea as pointed by Miles, using
a “proper item balance” is not an easy task.
The game will survive using fixed drop amounts but for a more flexible game
balance those changes must be done. And it can be done in many different ways.
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