Question about quest item selection algorithm

Hi Dislekcia,
After digging in the code and doing some tests, I became convinced that the probability ordering for quest items
is the actual ordering in which the items were unlocked.
DERPs are not affected and all players have the exact same list ordering, which is the one described on the forum page: http://www.qcfdesign.com/wiki/DesktopDu ... Shop_Spawn
But for regular plays, two fully unlocked kingdoms won't have the same spawn probabilities for quest items because
they are based on unlock ordering.
I would like your opinion on two things:
- A. Do you confirm this behaviour ?
- B. Would you consider this as a bug or a feature ?
For me it definitely seems like a bug as it makes the game experience different for two players with a fully unlocked kingdom. I don't mind if a player wants to rig the shop by only unlocking the items they want (like Tower did recently for Curious VGT) but I do think that two fully unlocked kingdoms should be equal (aside from return locker customization).
If confirm that it is a bug, I will try to fix it in the EE mod eventually, in which case I would like your opinion as well on how it could be fixed. I hesitate between:
- 1. Force the ordering to be the same as DERPs
- 2. Change the algorithm to have the same global probability of getting a quest item, but have a uniform distribution among quest item (but keep the exact same probabilities for tier1 and tier3 items)
- 3. Change the algorithm to have the same global probabilities of getting tier1, tier2, or tier3, but have a uniform distribution among all items of that tier.
I would really like to know your opinion on all this.
Personally I'm fine with either solution, though maybe 3. would change the game too much: according to this calculator, Orb of Zot is more than 10 times less likely to spawn than Dwarven Gauntlets.
P.S. :
Even though this is addressed to the original game devs, players are more than welcome to give their opinion on this too.
After digging in the code and doing some tests, I became convinced that the probability ordering for quest items
is the actual ordering in which the items were unlocked.
DERPs are not affected and all players have the exact same list ordering, which is the one described on the forum page: http://www.qcfdesign.com/wiki/DesktopDu ... Shop_Spawn
But for regular plays, two fully unlocked kingdoms won't have the same spawn probabilities for quest items because
they are based on unlock ordering.
I would like your opinion on two things:
- A. Do you confirm this behaviour ?
- B. Would you consider this as a bug or a feature ?
For me it definitely seems like a bug as it makes the game experience different for two players with a fully unlocked kingdom. I don't mind if a player wants to rig the shop by only unlocking the items they want (like Tower did recently for Curious VGT) but I do think that two fully unlocked kingdoms should be equal (aside from return locker customization).
If confirm that it is a bug, I will try to fix it in the EE mod eventually, in which case I would like your opinion as well on how it could be fixed. I hesitate between:
- 1. Force the ordering to be the same as DERPs
- 2. Change the algorithm to have the same global probability of getting a quest item, but have a uniform distribution among quest item (but keep the exact same probabilities for tier1 and tier3 items)
- 3. Change the algorithm to have the same global probabilities of getting tier1, tier2, or tier3, but have a uniform distribution among all items of that tier.
I would really like to know your opinion on all this.
Personally I'm fine with either solution, though maybe 3. would change the game too much: according to this calculator, Orb of Zot is more than 10 times less likely to spawn than Dwarven Gauntlets.
P.S. :
Even though this is addressed to the original game devs, players are more than welcome to give their opinion on this too.