It should be considered to review the current scale of probabilities and how we can expand the groupings to account for changes over time. We could also consider a fixed number of buckets which all objects are spread into roughly equally, similar to object crafting difficulty.
Currently, Rock and Seal show equal spawn chance rarity of the highest level, "Very Rare".
Their
mapChance
values are:Each object has a
mapChance
value as well as optionally a list of biomes it can spawn in with thespawnChance
of that biome.mapChance
equates to the true probability of the object spawning and can be compared to any other object.spawnChance
is the probability of the object spawning within that biome.This rock is intended to be an outlier, but it's clear the grouping needs a tweak. This level of difference in the user experience equates to finding many seals nearby, but potentially not finding a rock after hours. https://github.com/twohoursonelife/twotech/blob/5409fbb77ea54abb76c4dda3c788b252f83cf25c/src/models/GameObject.js#L209-L216
It should be considered to review the current scale of probabilities and how we can expand the groupings to account for changes over time. We could also consider a fixed number of buckets which all objects are spread into roughly equally, similar to object crafting difficulty.