- Status Closed
- Percent Complete
- 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
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.
26.02.2010 23:38
Reason for closing:
Additional comments about closing:
Already possible with current
functionality
Feature request, new.
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.