Synthesis-Collective / DynamicVariance

Bethesda LList probability editor and variant splicer
GNU General Public License v3.0
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Enchanced Shifting Probability Curve #9

Open Noggog opened 3 years ago

Noggog commented 3 years ago

This would likely require #8 to work well unless we get real clever with LLists, somehow. This would apply more of a bell curve to the probability of anything spawning.

Given a player level: the default spawning behavior is that anything on the LList par level or below has a chance of spawning.

Instead, this would apply a smoother bell curve, where items near the player's level have a higher chance of spawning, and it slowly tapers off as item levels differ from the player's level. Additionally, things ABOVE the player's level have a chance of spawning, too.

The shape of the bell curve would be under the control of the user, and feature an "epic" tail, where things way above level can spawn at a very low probability.

It would be recommended that this above-level featureset is dulled for item spawning, as those are accumulative/sticky compared to creature spawns that are more transient. People just run away from high level creature spawns... but people keep high level item spawns the rest of the game.