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Author Topic: Monster Rarity  (Read 10231 times)

Kornel Kisielewicz

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Monster Rarity
« on: December 15, 2007, 21:18 »

As we have the Danger Level more or less solved (except the Cave and level types! Blade help!), there's the added problem of Monster Rarity. Up to date rarity has been controled only by the maxLevel and minLevel of a monster. A monster was choosen from the in range monsters. This however is a too big simplification. Some at least basic rarity differences should be in.

A note about difficulties -- similarily to the old system, the way difficulties are handled is that all the minlevels are decreased by the same amount, depending on the diff-level.

I tweaked the maxlevels a little, to reduce the amount of monster types that can appear at the same time. I also introduced rarity -- it doesn't differ much between monsters, but it allows for example to generate more cacos in hell than arch-viles or arachs.

I know you love my l33t OpenCalc skillz so here's another nice chart :P:



This is how the chance are after implementing weight and tweaking max-levels.

The weights are 6 for everyone except:
10 - former human, seregant and captain
8 - imp
4 - arch-vile, mancubi, arachno

The weights function in a way, that they weight the random roll eg. if we had a choice of only arachno, demon and former human (4+6+10 = 20) then we would have 50% chance for former human (10/20 = 50%), 20% chance of arach (4/20 = 20%) and 30% for demon (6/10 = 30%)

DISCUSS!
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Kornel Kisielewicz

Potman

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Re: Monster Rarity
« Reply #1 on: December 16, 2007, 01:15 »

So there won't be any former humans after level 13 and former captains after level 16? But where do I get my chaingun after that?!
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Blade

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Re: Monster Rarity
« Reply #2 on: December 16, 2007, 02:36 »

So there won't be any former humans after level 13 and former captains after level 16? But where do I get my chaingun after that?!

Same question from me. I'll only rephrase it a little: does it means that from 21-st level RNG will spawn only Cacos, BoHs, Arachs, Mancubus, and Viles?
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Thomas

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Re: Monster Rarity
« Reply #3 on: December 16, 2007, 03:07 »

I think commandos have a small-ish maxlevel. As your main source of plasma ammo you'll probably need them until at least half-way through hell.
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Malek Deneith

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Re: Monster Rarity
« Reply #4 on: December 16, 2007, 03:43 »

So there won't be any former humans sergeants after level 13 and former captains after level 16? But where do I get my chaingun shotgun shells after that?!
There, fixed the question for ya ;)
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Potman

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Re: Monster Rarity
« Reply #5 on: December 16, 2007, 04:25 »

Fair enough, fair enough.
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Kornel Kisielewicz

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Re: Monster Rarity
« Reply #6 on: December 16, 2007, 09:02 »

It's HELL after all, no one said it would be easy xP

P.S. Hmm, how about having arachnos drop a little cells, and mancubuses drop a few rockets?
P.S.2. And considereing that the item code is rewriten I could increase the amount of ammo in hell levels
« Last Edit: December 16, 2007, 09:15 by Kornel Kisielewicz »
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Malek Deneith

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Re: Monster Rarity
« Reply #7 on: December 16, 2007, 09:39 »

It's HELL after all, no one said it would be easy xP

No one said it would be impossible for non-bfg'ers also :P

P.S. Hmm, how about having arachnos drop a little cells, and mancubuses drop a few rockets?
P.S.2. And considereing that the item code is rewriten I could increase the amount of ammo in hell levels
This might work...
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Blade

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Re: Monster Rarity
« Reply #8 on: December 16, 2007, 09:53 »

It's HELL after all, no one said it would be easy xP

P.S. Hmm, how about having arachnos drop a little cells, and mancubuses drop a few rockets?
P.S.2. And considereing that the item code is rewriten I could increase the amount of ammo in hell levels

Hmm, i don't like this idea too much. Not because lack of ammo, that is solvable problem, but because i don't completely understand, why do we need to reject from lesser creatures on higher levels. In original DooM even on level 29 you can find Former Humans and imps, and it's are quite a lot of them there. Higher levels there are more harder only because overall sum of monsters toughness is higher than on early levels, because high-level mosters could be seen there more frequently, but all that lesser creatures was still there, and not in nominal quantity of 1-2 imps per level, but even more than on early levels(lots of imps and zombies and 1-2 Viles is not so weak combo). And one more reason: it would be simply not fun to fight only 5 types of very tough creatures in the end of the game.
« Last Edit: December 16, 2007, 09:56 by Blade »
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Kornel Kisielewicz

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Re: Monster Rarity
« Reply #9 on: December 16, 2007, 10:04 »

So Blade? Do you have a suggestion?
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Kornel Kisielewicz

Blade

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Re: Monster Rarity
« Reply #10 on: December 16, 2007, 10:55 »

Your weight sysetem is nice, it just needs to be dynamic, not static, as now. Sould be table of weights of monsters for every difficulty for every level(it also could serve purpose of "First level appearance table", so, for example, BoH on UV from level 1 till level 7 should have weight 0, so no chance of appearance). I have LOTS of work now, so can't propose specific values, but it's not so hard to create such table.
« Last Edit: December 16, 2007, 10:58 by Blade »
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Kornel Kisielewicz

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Re: Monster Rarity
« Reply #11 on: December 16, 2007, 11:10 »

Your weight sysetem is nice, it just needs to be dynamic, not static, as now. Sould be table of weights of monsters for every difficulty for every level(it also could serve purpose of "First level appearance table", so, for example, BoH on UV from level 1 till level 7 should have weight 0, so no chance of appearance). I have LOTS of work now, so can't propose specific values, but it's not so hard to create such table.
The downside is that it needs a lot of work each time you add levels, monsters etc. A system with little variables is better because it will me a lot more easy to extend and mod.
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Re: Monster Rarity
« Reply #12 on: December 16, 2007, 11:59 »

How about having static "weights" for each monster and have the generator dynamicly adjust it down for lower levels? (for example let's say imp takes 4 space... after level, say 6th the game reduce weights of all monsters by 1, making the imp 3-space monster, after, say, 12 it woudl reduce by another 1 point to 2 etc.)
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Kornel Kisielewicz

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Re: Monster Rarity
« Reply #13 on: December 16, 2007, 12:12 »

It would be wierd to have a single former human among a horde of AV's, wouldn't it?
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Kornel Kisielewicz

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Re: Monster Rarity
« Reply #14 on: December 16, 2007, 12:47 »

Wasn't the idea to have the number of lesser monsters growing AND new monsters appearing, instead of JUST new monsters appearing and lesser dis-appearing? :P And assuming lesser weight = less "space" taken than reducing weight = more monster types can appear, and more of same type can appear.
« Last Edit: December 16, 2007, 12:50 by Malek Deneith »
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