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@pruby pruby commented May 1, 2013

This is the first in a series of changes to make breaking naturally reinforced resources less "grindy" and make this mechanic more acceptable to a wider group of players. It also makes natural reinforcements not being saved less of an issue.

This changes the natural reinforcement mechanics so that rather than taking a fixed number of hits, it has a random chance to break on each hit. This fits in better with the reinforcements not being saved - instead of the count resetting to maximum if the cache is unloaded you have a continuous probability of the block breaking on each hit.

The probability is 1.0 / durability. If you set the durability to 50, there's a 1/50 chance of it breaking on each hit. It could take 1, it could take forever, but on average will take 50 breaks. Failed breaks don't weaken or reduce its reinforcement, making the non-saving of natural reinforcements not a problem.

I have plans to add support for "chips" in another pull - random drops from naturally reinforced blocks. For example, a diamond ore could have a high durability, small chance of dropping extra diamonds on each failed break. It would produce several diamonds before finally breaking (balanced with rarity and durability). This requires (a) this change to avoid resetting durability for unlimited d and (b) ability to disable getting chips with silk touch tools.

Gives a chance to break, not a fixed count.
@ttk2
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ttk2 commented May 1, 2013

very interesting. I like the feature especially since it seems we will not
be otherwise using natural reinforcement.

On Tue, Apr 30, 2013 at 7:29 PM, Tim Goddard [email protected]:

This is the first in a series of changes to make breaking naturally
reinforced resources less "grindy" and make this mechanic more acceptable
to a wider group of players. It also makes natural reinforcements not being
saved less of an issue.

This changes the natural reinforcement mechanics so that rather than
taking a fixed number of hits, it has a random chance to break on each hit.
This fits in better with the reinforcements not being saved - instead of
the count resetting to maximum if the cache is unloaded you have a
continuous probability of the block breaking on each hit.

The probability is 1.0 / durability. If you set the durability to 50,
there's a 1/50 chance of it breaking on each hit. It could take 1, it could
take forever, but on average will take 50 breaks. Failed breaks don't
weaken or reduce its reinforcement, making the non-saving of natural
reinforcements not a problem.

I have plans to add support for "chips" - random drops from naturally
reinforced blocks. For example, a diamond ore could have a high durability,
small chance of dropping extra diamonds on each failed break. It would
produce several diamonds before finally breaking (balanced with rarity and
durability). This requires (a) this change to avoid resetting durability
for unlimited d and (b) ability to disable drops and/or silk touch on

materials dropping chips.

You can merge this Pull Request by running

git pull https://github.com/pruby/Citadel prob_natural_reinforcement

Or view, comment on, or merge it at:

#102
Commit Summary

  • Non-persistent durability for natural reinforcement

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2 participants