dnenb Posted October 15, 2013 Share Posted October 15, 2013 I've realized that my current crime success rate-formula kinda sucks, so I'm wondering: What do you use? Quote Link to comment Share on other sites More sharing options...
dnenb Posted October 19, 2013 Author Share Posted October 19, 2013 Anyone? I'm interested in knowing what you base success on: Level? XP? IQ? Will? etc Quote Link to comment Share on other sites More sharing options...
dnenb Posted November 16, 2013 Author Share Posted November 16, 2013 No one? IQ for example is pretty much useless in my game, as it's not used for anything.. I'm gonna add it to the crimesuccess-fomula, but I'm not sure how. Quote Link to comment Share on other sites More sharing options...
Sim Posted November 17, 2013 Share Posted November 17, 2013 This forum is full of people who are self-centered mother ****ers and don't want to give back. =) Quote Link to comment Share on other sites More sharing options...
dnenb Posted November 17, 2013 Author Share Posted November 17, 2013 Well.. I'm hoping someone will share:) BTW sim: the second link in your signature doesn't work. Quote Link to comment Share on other sites More sharing options...
Newbie Posted November 17, 2013 Share Posted November 17, 2013 if i remember right ravens script already has crimes done check the sql for the formulas and test them out yourself or just create a custom crimes page for your game me personally hate mccodes crime page Quote Link to comment Share on other sites More sharing options...
dnenb Posted November 17, 2013 Author Share Posted November 17, 2013 Thanks, I'll take a look at that. Right now the formula I'm using is similar to that of mccode v1: ((WILL*n)/5)+(LEVEL/5) where n is a number starting at 1 and decreasing a bit per crime.. It works ok, but I'm thinking it should also include IQ and maybe other stats as well. Quote Link to comment Share on other sites More sharing options...
Sim Posted November 17, 2013 Share Posted November 17, 2013 dnenb, head over to gamedev.net and register and post on the game design forum. They would give you some wild ass formula's. btw: Gamedev is the best game development forum around. I never got around to changing my sig yet. Quote Link to comment Share on other sites More sharing options...
dnenb Posted November 17, 2013 Author Share Posted November 17, 2013 Thanks man, I haven't seen that forum before. Gonna register now. Quote Link to comment Share on other sites More sharing options...
Lucifer.iix Posted November 17, 2013 Share Posted November 17, 2013 Sorry, but i'm a New Bee, and i am clueless about mccode. What's `will`: Integer, real ? Level looks like a integer i think. So level = 0 , success = 0% ? And `n`, number of attempts ? Please give more info if you want to have a formula designed. Btw: This one is always liniar. And you also can devide the endresult by 5. Example non liniar: Level = [0 -> 1] (Next level is for example = +10%, so: .1 + (10% of .9) = 0.19 and not 0.2) And 1 is NOT included. You can get some infinite, and 0 is difficult, so 0.00001 also does the trick. Otherwise you have to check for 'divide by zero' the whole time. Extreme small value is mutch code friendly. Then you can give it some scale: ScaledLevel = Level ^ Scale Example: Expert user that has a level of: 0.75 ScaledLevel = [Level = 75%, Scale = 1.0] = 75.0% <- Liniar ScaledLevel = [Level = 75%, Scale = 1.5] = 64.9% ScaledLevel = [Level = 75%, Scale = 0.5] = 86.6% Beginner user that has a level of: 0.25 ScaledLevel = [Level = 25%, Scale = 1.0] = 0.25% <- Liniar ScaledLevel = [Level = 25%, Scale = 1.5] = 12.5% ScaledLevel = [Level = 25%, Scale = 0.5] = 50% So: Scale = 0 > Beginner > 1 > Expert > 2. Thus: if it doesn't matter, if your a beginner or a expert, Scale = 0.00001 would do fine. 1% ^ 0.00001 = 0.999953... And otherway around also works: 99.9% ^2 = 99.8% and 11.1% ^2 = 1.23% Happy Hacking.. Ps: please post what all the parameters are and what range or set there in. Quote Link to comment Share on other sites More sharing options...
dnenb Posted November 17, 2013 Author Share Posted November 17, 2013 Posting in "MCCode Development & Support" I assume those who answer will have used mccode enough to know it :P Will is integer, level is integer and n is a decimal starting at 1.00. So that the first and easiest crime has this formula: ((WILL*1.0)/5)+(LEVEL/5) and the next one (a bit more difficult): ((WILL*0.95)/5)+(LEVEL/5) I'd like the chance of success to be non-linear, but be like a second degree polynomial - it should take a lot longer to master crime number 8 than to master crime number 2. Quote Link to comment Share on other sites More sharing options...
Lucifer.iix Posted November 17, 2013 Share Posted November 17, 2013 (edited) Btw: ((WILL*n)/5)+(LEVEL/5) Found a `bug`.. WILL = 0 can give a result... Like: "My will to do this is 0, but +LEVEL make me want to do it ?" Here are some wiki's about a good math function and distibution to use: http://en.wikipedia.org/wiki/Sigmoid_function http://en.wikipedia.org/wiki/Normal_distribution Happy Hacking Edited November 17, 2013 by Lucifer.iix Quote Link to comment Share on other sites More sharing options...
dnenb Posted November 17, 2013 Author Share Posted November 17, 2013 Btw: ((WILL*n)/5)+(LEVEL/5) Found a `bug`.. WILL = 0 can give a result... Like: "My will to do this is 0, but +LEVEL make me want to do it ?" Here are some wiki's about a good math function and distibution to use: http://en.wikipedia.org/wiki/Sigmoid_function http://en.wikipedia.org/wiki/Normal_distribution Happy Hacking Will is never 0 and level is never 0. Also, n is not the number of attempts. It's just a decimal number <=1. But thanks:) Quote Link to comment Share on other sites More sharing options...
Lucifer.iix Posted November 17, 2013 Share Posted November 17, 2013 Ok, got it, i think..... ((WILL*n)/5)+(LEVEL/5) -> n is difficulty from 1 -> 0 than: n^1.2 will make it more harder for 0.1 -> 0.1^1.2 = 0,063 -> 37% less than normal So scale it with a number above 1. Maybe like: N = (n^1.5) - - - Updated - - - Yeah, sorry. Didn't understand the labels so i just guesst it. I think just changing the n^1 to: n^1.5 or so would do the trick. Quote Link to comment Share on other sites More sharing options...
Lucifer.iix Posted November 17, 2013 Share Posted November 17, 2013 Btw: Maybe a idea. I'm going to make a financial game so maybe it doesn't work for you. Some one who is `fresh` starting the game is, `level` => 0 (Normal situation) The maximum level you can get is the limit to 1. The worst level you can get is the limit to -1. So i have a `normal` middle and two bounderies that are limit's that can not be reached. (in normal situations and 64 bit floats) But because all my params have the same scale [0->1, 0->-1], i can multiply and devide them without side effects. Thus my result is also in that range. And on the end i'm going to use a *amplitude and +offset, to create the number to be used. Happy Hacking and good luck with the game: Roger. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.