Sett 79 Report post Posted June 1, 2015 This has been discused on any serious non-1 rate server ever. I'm not sure if it was actually implemented properly somewhere, but where it didn't,..., nothing really happened. Just prices were different.Yes, it puts dwarves at a disadvantage, no, it apparently isn't that easy to fix.By the way, is Classic drop table similar to the original? i don't think so (since i got some mold glue from monster lvl 14 or so), But if it is, you don't have to worry about it, because we will actually have C1x0,5 rate here - 3*Classic = 3*1/6 = 3/6 = 1/2. Quote Share this post Link to post
Sett 79 Report post Posted June 1, 2015 Also the drop table is not as simple as item X = chance Y, Instead there are only a couple of groups of items, which are checked together, with single "roll" - note that several items often have the same chance to drop. This usually means they are in the same group. When a group (one or more) is selected a random item from that group is dropped or subgroup from that group is selected, which is then checked again etc.This is done so, because calculating percentage rolls for every possible drop for every killed monster would put a ridiculous amount of load on the server, making it very expensive, if not outright impossible, while picking a random number is much easier process.The drop process is actually quite similar to what Diablo II uses. There are several guides that describe that process in great detail, so anyone can educate themselves if so inclined Quote Share this post Link to post
Fenrir 69 Report post Posted June 1, 2015 Also the drop table is not as simple as item X = chance Y, Instead there are only a couple of groups of items, which are checked together, with single "roll" - note that several items often have the same chance to drop. This usually means they are in the same group. When a group (one or more) is selected a random item from that group is dropped or subgroup from that group is selected, which is then checked again etc.This is done so, because calculating percentage rolls for every possible drop for every killed monster would put a ridiculous amount of load to the server, making it very expensive, if not outright impossible, while picking a random number is much easier process.The drop process is actually quite similar to what Diablo II uses. There are several of guides that describe that process in great detail, so anyone can educate themselves if so inclined ​guess that explains why people have the feeling of dropping more items in populated areas, rather than in empty ones. Quote Share this post Link to post