PlaneShift

  • Status Closed
  • Percent Complete
    0%
  • Task Type Feature Request
  • Category Engine → User Interface
  • Assigned To No-one
  • Operating System
  • Severity Medium
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: PlaneShift
Opened by Andy - 19.02.2009
Last edited by Lanarel - 26.02.2010

FS#2769 - Bell distribution for random number results for roleplay commands

Bell distribution for random number results for roleplay commands

Using a random function is like rolling a single die. The results tend to be hard and don’t necessarily follow a natural progression.

Rolling a set of die and subtracting the lowest numbers gives softer results with a bell distribtion to the numbers.

Lets say two players roll two d100. Highest number wins. Instead of rolling one d100 for each player, 6 d10 die are rolled and the lowest number is tossed. Then the five remain values are added togther for the score.

What I suggest is a function that automatically does this. I am suggesting this as a client function to be used with any roleplay commands that might be implemented, I doubt if you want to add it to the server, but it would change the results of things like mining for gold as well.

Closed by  Lanarel
26.02.2010 23:38
Reason for closing:  
Additional comments about closing:  

Already possible with current functionality

Steven Schwartfeger commented on 20.02.2009 02:17

Feature request, new.

Project Manager
Lanarel commented on 26.02.2010 23:38

How is a different distribution going to make a difference if you are comparing two results? Its still 50/50 chance that one or the other player has the highest. A different distribution does change the chance if you use a single throw. But then still you can adjust the threshold. This is exactly what happens in the server. Instead of changing to a Gaussian distribution and using 2*standarddeviations to get a 95% change, you can just use a flat distribution from 0 to 1 and put the threshold at 0.95
Closing this request as I do not see any use for this that could not be obtained with current functionality.

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