High level hunting quality.

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Re: High level hunting quality.

Postby loftar » Thu Sep 10, 2009 7:59 pm

g1real wrote: I'm eager to gather all these formulas how it's calculated.

Actually, we've made sure to keep some flexibility in that to be able to make some things more individual, but there are a few general principals that we tend to use as default.

For buildable objects, the quality is almost always calculated as such:
* The qualities of items in the individual item types are averaged arithmetically.
* The resulting average qualities of the various types are also averaged arithmetically -- often with some weights on items that should be "obviously" more important (like the iron in iron plows) -- to create the quality of the built object.

For craftable items, most are calculated like this:
* As with buildable object, the qualities of the individual item types are averaged, and the weighted together based on importance.
* If one is using any tools, like a churn, anvil, or smithy's hammer, the qualities of those are averaged with the above resultant quality -- often with a weigth of 1/4 for the tool.
* If any character attributes are involved, those attributes themselves are averaged geometrically, and if the resultant "skill quality" is lower than the "input/tool quality", the resultant quality is the arithmetic average of the skill quality and the input/tool quality.

If you don't know what a geometric average is, it is the multiplication product of the individual values, raised to the power of the inverse of the number of values. In other words, averaging values V1, V2, ..., Vn geometrically means calculating (V1 * V2 * ... * Vn)^(1/n).

As for ovens, kilns, smelter and finery forges, the quality of the resultant quality is the arithmetic average of the input item quality and the average of the oven quality and fuel quality, where the fuel quality is the arithmetic average of the fuel items put into the oven. In other words, if the item quality is Qi, the oven's quality is Qo and the fuel's quality is Qf, the quality of the resulting item will be ((Qi * 2 + Qo + Qf) / 4).

As for the skills involved in crafting, it should mostly be obvious, but there are, of course, a few things to clarify:
* Sewing related recipes (including leatherworking ones) use the Sewing and Dexterity values.
* Smithing related recipes often combine both Smithing and Strength.

Hope that clears the most basic things up, at least. :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: High level hunting quality.

Postby jorb » Thu Sep 10, 2009 8:05 pm

I can add on that by saying that Psyche will be used for crafts that seem to require, or have their quality heavily based on, artistic or innovative qualities, for lack of better words. High-level stuff, basically. Cooking will probably be helped by perception.
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Re: High level hunting quality.

Postby Ruggan » Fri Sep 11, 2009 12:28 am

guys im writing my phd thesis on game formulas and i find yours highly inefficient but i will bill you 13 pesos per hour and rewirite these for you

you owe me 13 pesos for this post btw
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Re: High level hunting quality.

Postby Potjeh » Fri Sep 11, 2009 12:37 am

It took you an hour to write that? I doubt you're getting a job writing anything any time soon.
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Re: High level hunting quality.

Postby Peter » Fri Sep 11, 2009 12:41 am

Potjeh wrote:It took you an hour to write that? I doubt you're getting a job writing anything any time soon.

It's traditional to round professional services such as those up to the nearest hour. It cuts down on people asking their lawyer to only think about their case in five-minute increments.
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Re: High level hunting quality.

Postby Potjeh » Fri Sep 11, 2009 12:49 am

Why round up? Shouldn't you round to closest hour, up or down? Because otherwise everyone would be working n hours + 1 second.
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Re: High level hunting quality.

Postby g1real » Fri Sep 11, 2009 2:04 am

Ah I see, I've finally figured it out.
So let's take an for example an imaginary "Ballista Arrow" that requires 3 branches and 3 bones.

The branches are QL 10, 15, and 30. - Averaged to 20 - Weight 1
The bones are QL 12, 16, and 20. - Averaged to 16 - Weight 3
Tool: Axe - 20 QL
Skill values: Strength, Perception and Carpentry - 10 each, 3rd root of 10*10*10 is ... 10

((20*1 + 16*3) / 4 = 17
(17*4 + 20*1) / 5 = 17,6

(17.6 + 10) / 2 = 8.8, rounded up to 9 quality ballista arrows

And if:
Strength: 13
Perception: 23
Carpentry: 1
13*23*1 = 299
299^(1/3) = 6.69

(17.6 + 6.99) / 2 = 12.295, rounded down to 12 quality ballista arrows

I has figured it out! And to think that's probably a very easy formula.
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jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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Re: High level hunting quality.

Postby Potjeh » Fri Sep 11, 2009 7:16 am

There must be an element of chance, too. I saw two pieces of charcoal of different quality get produced from the same block.
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Re: High level hunting quality.

Postby poltifar » Fri Sep 11, 2009 9:11 am

Potjeh wrote:There must be an element of chance, too. I saw two pieces of charcoal of different quality get produced from the same block.


Yes, I've been seeing that alot. Many times, the same block gives 2 different qualities of coal, one of the expected quality (according to the formulas) and one higher. Is that a bug or a feature? Or is my kiln better on one side than on the other?
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Re: High level hunting quality.

Postby sabinati » Fri Sep 11, 2009 1:05 pm

i see leather do that a lot too
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