cRPG
cRPG => Suggestions Corner => Topic started by: Cecil on January 11, 2011, 10:04:37 pm
-
This is not a complaint or a "new" way to do things post. Quite the opposite. I have only one question/problem (more of a concern :P) with the upkeep system...
Is the upkeep system on the up and up?
The reason I ask is because I've seen the patch notes and saw that items have a 4% chance to get damaged. But for some reason, every round, something gets damaged. At least one mind you... most of the time it's 2 or 3 items. It doesn't seem right to me (then again, what do I know. lol )
So what do I want? Well, besides to have millions of dollars and 10 hot females that will to do anything (yes I mean anything)....
I'm just asking chadz or whoever else has help developed this mod to just double check to make sure that the system is working as intended.
-
I think it's because each item has a 4% chance to get damaged each round, so if you're using all 8 item slots then you're going to have a higher chance one of them will be damaged.
If you're completely naked and you only run around with 1 item then you're only going to have a 4% chance of having to pay a repair bill that round.
I'm fine with the upkeep system currently. At least, this is from someone who doesn't use plate armor, or horses, or anything really expensive.
-
So then I guess another question would be: Is it 4% per item stacked or is it individually calculated. if its stacked then it's 24% (with all slots used) but if it's not then it's still only a 4% chance....
-
Each individual item has a 4% chance I think.
When a round ends you have a 4% chance your helmet breaks, a 4% chance your armor breaks, a 4% chance your boots break, and so forth. Sometimes you will find that more than one of your items breaks at the same time.
-
It's 4% x T
Were T = minutes passed during whole round, say 5 min passed:
It's 4% x 5 = 20% chance per item.
-
It's 4% x T
Were T = minutes passed during whole round, say 5 min passed:
It's 4% x 5 = 20% chance per item.
So, if you finish a match quickly you have a smaller chance of paying upkeep, interesting. The problem is... you have to finish the match quickly =p
-
So, if you finish a match quickly you have a smaller chance of paying upkeep, interesting. The problem is... you have to finish the match quickly =p
And you gain less gold, so you're more or less the same in the end.
-
so 20% is TOO HIGH
-
It's 4% x T
Were T = minutes passed during whole round, say 5 min passed:
It's 4% x 5 = 20% chance per item.
If this is true, then it seems my concerns in the OP are unfounded. Can some1 confirm this?
-
If this is true, then it seems my concerns in the OP are unfounded. Can some1 confirm this?
Yep, he is right. But there are different % chances for winning and losing team, dont have the numbers right now, check the v.201 changelog
-
I am Confused now is it each Round or each minute!
-
Each end of a round you will get a (minutes passed)*4% chance that something breaks
-
when i run around in my full gear (150k) i loose about 1-2k an hour. This seems fine, perhaps a bit on the low side.
when I run around with low-mid level gear (mail shirt,shoes,mittens and nordic fighter helmet with the same weapons) i can make 6k in an hour.
-
when i run around in my full gear (150k) i loose about 1-2k an hour. This seems fine, perhaps a bit on the low side.
when I run around with low-mid level gear (mail shirt,shoes,mittens and nordic fighter helmet with the same weapons) i can make 6k in an hour.
Yeah. with 40 - 50k gear i make a small amount of money overall. With 20 - 25k gear i make a ton of money.
-
Yeah. with 40 - 50k gear i make a small amount of money overall. With 20 - 25k gear i make a ton of money.
We're defenitely not playing the same game. I run around with 30k equipment and can hardly upkeep it.
-
bad post sorry
-
The chance that no item goes bust is actually c^n, where c is chance that an item won't go bust and n is number of items used. So if you use 8 items and chance per item to go bust is 20%, then the chance that none of them breaks is 0.8^8, which is ~0.17, or 17%, which means that in average out of 6 rounds, only in one nothing will break.
-
And you gain less gold, so you're more or less the same in the end.
Only if the round actually ends shorter, which doesn't seem to be the case most times. Personally, I tried to be as aggressive as possible to reduce the costs of repairs since my death doesn't mean much in the grand scheme of things.
-
sorry, double post
-
ffffffff triple stupid edit button
-
The chance that no item goes bust is actually c^n, where c is chance that an item won't go bust and n is number of items used. So if you use 8 items and chance per item to go bust is 20%, then the chance that none of them breaks is 0.8^8, which is ~0.17, or 17%, which means that in average out of 6 rounds, only in one nothing will break.
so many things wrong about this... hmmm, where to start.
if theres 8 items and 4% chance per item then ur base number of 20% is wrong and is actually 32%.
and as its been stated previously in this post that the chances for a break is 4%*m ( m = overall minutes the round lasts)
you my friend get a troll point xD
-
so many things wrong about this... hmmm, where to start.
if theres 8 items and 4% chance per item then ur base number of 20% is wrong and is actually 32%.
and as its been stated previously in this post that the chances for a break is 4%*m ( m = overall minutes the round lasts)
you my friend get a troll point xD
Maybe you should try to think before you post, because the 20% per item chance is 4% * 5 Minutes. Thanks for the troll point, btw, I kind of like them.
-
We're defenitely not playing the same game. I run around with 30k equipment and can hardly upkeep it.
Same here. I can usually maintain my 20k gear, and I make a good amount of gold when my team is on a winning streak, i.e. 5x multipliers. But my gold level stagnates or even drops when I'm on 1x.
I can only imagine what it would be like if I added another ~15k for an average horse.
I understand that upkeep is SUPPOSED to make it harder to ride around as a tincan on a plated charger, but the thing is that as an individual, I don't have a great influence on the money I make.
I.e. if I'm in a shit team, I can be as good as I want, I'm going to lose money anyway.
Imho personal achievement should be factored into earnings (and possibly xp). In that respect, the old system was better. (Though I understand that it made tactical maneuvers next to impossible due to the "huddle bonus".)
Would it be possible to factor dealt damage (yours and possibly that of people in your immediate vicinity) into earnings and xp?
-
I can maintain what I use when I am lucky else I can get bankrupt if everything gets repaired per round.
A durable but cheap chest costs you on 300 repair tough you could go with lamellar which is cheaper.
-
Yeah. with 40 - 50k gear i make a small amount of money overall. With 20 - 25k gear i make a ton of money.
definitely not the same game here, too. I make some money with my 12k gear but not tons of it.
-
We're defenitely not playing the same game. I run around with 30k equipment and can hardly upkeep it.
lol cRPG?
-
lol cRPG?
Shit post.
-
It kinda depends on what kind of equipment you have overall.
For example:
If character1 is running around with 8 equiment, together costing 20k.
And Character2 is running around with 1 equipment, costing 20k.
The overall chance of all 8 equipment to break is lower than Character2's weapon.
tl;dr.
Running around with a mixture of gear is much more worth it than having this 10k+ weapon or so.
That's atleast what I have felt from my cavalry were I have a Sarranid Warhorse which goes for 25k alone.
Sometimes you're just unlucky and the horse breaks over and over. While the decently cheap equipment is no problem at all.
-
Shit post.
come on