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Decreasing research effectiveness (random chance of failure)

Open kc7zzv opened this issue 9 years ago • 84 comments

I am very interested in EE3, but I would really like to tweak the balance so that researching takes more "samples".

The idea is that the config would have an option that lets the server owner configure the chances of research working. If the research "fails" then the item is destroyed and you don't get the research.

The reason I'd like this is to allow for more interesting strategic choices. Say that your server has the chance set to 20%. You've managed to collect a ghast tear. Do you spend it in a recipe, or do you risk your single tear in hopes of being able to make more?

Mostly, I want the ability to force players to risk losing an item rather than have EE3 research always be the best choice when you get something rare.

kc7zzv avatar Oct 09 '15 06:10 kc7zzv

I like this idea, I want to add in some more variability to researching items. Right now its just "click and wait." Perhaps there are more fun mechanics that can be done, and tuning points where pack devs can tweak it to their needs

pahimar avatar May 22 '16 18:05 pahimar

I love this idea :)

grydian avatar May 22 '16 18:05 grydian

Some sort-of minigame sure would be cool. The question is, what would it be? As in, any raw ideas that would fit

Lordmau5 avatar Jun 02 '16 08:06 Lordmau5

Remember: when you research an item it gets used up already, which is already an expensive thing. Including the blacklist of items, i think thats enough for someone like me, who didn't use EE3 at an extreme state like others did. I think if you want to get it harder to do this and that inside EE3, maybe implementing modes is a thing. Easy mode for people like me normale mode with some failure (maybe 60% success) hard mode with only 25% success that way its suited all players and server owners as they can use this mod the way they want to play minecraft.

EDIT: another solution is a configureable loss in swoping EMC around. like get 90% of the EMC value counted from an item. for example: put 10 diamonds in and only get 9 diamonds out

HadesDurin avatar Jun 02 '16 08:06 HadesDurin

It should be a config-option, I am 100% sure we can all agree on that.

But having a default of "You need to finish a certain minigame" would be better and more challenging (think of the Thaumcraft research minigame - not a 1:1 copy, but just an idea of a minigame :))

Lordmau5 avatar Jun 02 '16 09:06 Lordmau5

Long post was long, I'm going to summarize:

It would be rad if attempting to transmute materials into an item was what caused you to learn to transmute into an item. Studying the item, by destruction probably, in a research table could give you a base % success rate of actually producing that item in a transmutation circle: a success rate that is flexible and at a server's discretion. At that point, you may improve your knowledge by CONTINUING TO SMASH THINGS, but also you could learn by simply attempting to produce that material at a less-than-optimal rate of success. The rate at which you learn by trial-and-error should also be at the server's discretion.

What do you guys think?

MercuriusXeno avatar Jun 03 '16 18:06 MercuriusXeno

I like the idea, it makes more sense than "I know the item exists, so I automatically know everything that is involved in creating it through transmuation."

kolatra avatar Jun 03 '16 18:06 kolatra

For added effect, it would be interesting if you received some other sub-optimal result instead of what you were trying to accomplish (thinking rebound or flawed results), but those are optional flourishes.

MercuriusXeno avatar Jun 03 '16 18:06 MercuriusXeno

Flawed results like a pickaxe that has some damage on it for example rather than full durability?

kolatra avatar Jun 03 '16 18:06 kolatra

Flawed result like coal instead of diamonds, even. Possibly improving your understanding of coal by 1% in the process. The important thing here is not to limit your imagination. It's EE3, let's go nuts.

MercuriusXeno avatar Jun 03 '16 19:06 MercuriusXeno

There could possibly even be a chance of receiving nothing, but losing some material, potentially improving your understanding. The chance of loss would be higher at lower levels of understanding.

kolatra avatar Jun 03 '16 19:06 kolatra

Might want to add an experience reward from failure, and a potential cost for success.

Howabout Understanding related materials. You understand cobblestone at 75% so you have 1/3rd (or whatever) of that as a bonus to making items which are made with/from cobblestone automatically. If it's not a PITA that could logically decay through stages, so 1/9th of that at Stone or Furnaces. This would add a sort of natural philosophy about studying basic items early on for their cumulative bonuses, but should probably be available before practical transmutation.

Divineaspect avatar Jun 03 '16 19:06 Divineaspect

I'm not sure I follow that first line. Do you mean minecraft experience, or alchemy experience? In this case when I refer to one or the other I consider them mutually exclusive. I don't like minecraft experience. I think it's bad and should not be used by EE3, or its use should be kept to a minimum.

Your other idea I think is really rad though, if I'm following. I might benefit from seeing it worded a bit differently.

MercuriusXeno avatar Jun 03 '16 20:06 MercuriusXeno

My intent was Minecraft experience. While an awkward and clunky system it's a core part of the vanilla experience. Denying a major section of vanilla is a decision a mod can make, but it removes points of interaction between vanilla and the mod, which in turn makes the experience of using the mod less integrated.

Let me try restating the second idea more succinctly: Your knowledge of a material carries over at a certain rate to related (in the crafting or smelting sense at least) materials, adding to your actual skill with that material.

Divineaspect avatar Jun 03 '16 21:06 Divineaspect

Losing materials in the process completely actually makes no sense. It's EQUIVALENT exchange, right, right? At least approximately equivalent. You have to get at least something (physical, I mean). Some kind of unusable scrap/trash items would be great IMHO. Accidental break down of transmutation components into their raw forms, unexpected mixes of the materials (with net loss obviously), something along those lines.

Consider this situation: you are trying to transmute a piston from the raw ingredients, fail miserably, get sticks, some pebbles, few iron nuggets. Try to make a diamond, unsucceed, get coal lumps instead. Attempt to make a furnace minecart from a furnace and some iron, accidentally make an iron ore block! (stone + iron)

And, of course, getting experience/insights/research points even though you've failed is a must-have thing.

P.S. Implementing such things properly will most likely turn out to be utter hell ;)

Mrkol avatar Jun 03 '16 21:06 Mrkol

I responded to DivineAspect in IRC with this, paraphrased: "I really like the second part [concerning base components contributing to your knowledge of derived components]. I'm not keen on using MC experience because I think the knowledge system can have a progression [without experience]. It was part of [an original suggestion to revamp the research system] but... I feel like [mods] could [overuse vanilla experience] and make a mess of things. Being able to stand alone gives the research system some autonomy. [I don't think] the idea of using it is intrinsically bad, but... I dislike [using] MC experience in a broader sense... I hope I didn't come across as dismissive."

Mrkol, I think this is on the right track. I like the idea of being able to fail as the de facto standard for the mod [configurable to a server's desire, optional] and I especially like the idea of failures being "considered" - in such a way that you would receive a logical, flawed return of some kind.

As for being difficult to code, I would be inclined to agree. I also feel like some of the best flourishes are so complex, and still worth doing. I can point out in many instances, it is the little things that make a design grand.

MercuriusXeno avatar Jun 03 '16 22:06 MercuriusXeno

Perhaps an Unstable quality to the flawed output, where you can't just throw it back in the process, but it seems to otherwise be a normal instance of the related but imperfect product.

I'm more interested in the idea of backlash, because it establishes a key question, what's a mob or player avatar's life worth? Which opens the door for transmuting mobs.

Divineaspect avatar Jun 03 '16 22:06 Divineaspect

I want to address something that @Mrkol mentioned that I've been seeing for ages regarding the mod.

Yes, the mods name is EQUIVALENT Exchange

HOWEVER

That doesn't mean that everything is equivalent and lossless throughout the entire mod experience

In my point of view, the goal of players of the mod is to get to a point where they can equivalently exchange anything - they have become masters of alchemy. People that are "novices" are not able to do things perfectly every time, which is why we keep bringing up ideas relating to loss and skills and progression with the mod. Without that, this mod is simply a creative mode mod (and there's really no arguing that point).

pahimar avatar Jun 03 '16 23:06 pahimar

I think that's a very good way of putting it. It doesn't make sense for the player to be a "Minecraft God" right when they create a Transmutation Table and the Tome.

kolatra avatar Jun 03 '16 23:06 kolatra

I like the idea of a success rate, its alot like crafting in many MMOs, you put the materials in, attempt a craft, and it could fail or succeed, but you gain skills that increase your luck. The same sort of system could be put to work here.

sinkillerj avatar Jun 03 '16 23:06 sinkillerj

I think Thaumcraft 2 had something similar to that did it not?

kolatra avatar Jun 03 '16 23:06 kolatra

On that note some include a catalyst system, and now that I think about it that could be a idea too. An additional item which is used to increase the chance of success, or the volume of production. Perhaps tied to the Calcinator system?

sinkillerj avatar Jun 03 '16 23:06 sinkillerj

About the idea of flawed results, I think the mod should look for crafting recipes that can "unpack" the item (but must have a "pack" recipe to get it back), and instead of the getting the item fully destroyed, it should give some of these "unpacked" items back

For example: If you transmutate something into a gold block, there are chances you are only getting a few gold ingots back instead of fully destroying the block

I don't know if it was clear enough, and I might be over complicating it

Guichaguri avatar Jun 03 '16 23:06 Guichaguri

about @x3n0ph0b3 idea of the study thing, lets say for example after it learns the first time it will always destroy/consume the item, but after that for you to learn more if it always destroyed/consumed the item it would literally be a pain in the ass since lets say the % it gives when you study more won't probably get over 20% considering how grindy this sounds, so when you get to know the item more there less of a chance of it actually destroying/consuming the item, roughly putting that into an equation:

Chance for destroying/consuming the item = (Amount that you already know% + (what you still need to fully learn% / 2))%

In teory that is kind of middle way for being balanced for losing or not losing the item depending in how far your study of the item is.

kevin8082 avatar Jun 04 '16 01:06 kevin8082

I wanted the emphasis to be more on the option of destroying the thing. Also I think the % success of an item should be configurable, but I failed to convey that the % chance should be item specific.

What I'm suggesting is that with just one look, the player can begin to attempt to create a facsimile of that thing, and that attempting to create it from that point forward gains experience.

Edited to be less turdly.

MercuriusXeno avatar Jun 04 '16 02:06 MercuriusXeno

@x3n0ph0b3 the 20% was an example

kevin8082 avatar Jun 04 '16 02:06 kevin8082

Alright, I'm going to rehash the entirety of my idea. It's long. Sorry.

  1. Break down item to study it [yep. non-negotiable. Destroy it, at least once]

  2. Breaking down that item gives you a % chance to transmute it on all future attempts to create that thing - you may begin trying to create it immediately, whether your success rate is 1% or 99%. The % chance this destruction gives you is based on 3 things: 1) The item. Each item has its own base % granted by destruction. This is important. Dirt should be easier than diamond. 2) How many times have you destroyed this thing? We may want to make it so that repeatedly destroying a thing alone isn't good enough to master a material. To me, that's fair. 3) The server config has final say. The server config should be able to set this to 100% if they want, or 0%, implying it can't be learned, or anything between.

  3. Each time you attempt to create that thing, you get better at creating that thing, regardless of whether you succeed or fail. The amount of improvement you see from this can vary, depending on the item, whether you succeeded or not, and of course the server's configuration will have final say on all of this. You never have to destroy another of that item again if you don't want to

  4. Failing to create that thing [as a means to motivate the player not to give up] should yield more experience. Possibly more than destroying the thing, because we can do what we want. Again, this is configurable. Both the success learn % and the fail learn % should have some meaningful default, but always at the server's discretion, a configuration can override it.

  5. Because the player may use mundane materials to attempt each transmutation, the "loss" could feel negligible. "I've got lots of melons/gold/cobblestone/porkchops/etc. and no diamonds." I know how to make a diamond.. let's say I have a 10% chance because the server set it to give me a 10% chance after destroying one. Do I care about these melons? Not really. Let's throw these melons into the transmutation circle and try to make a diamond. Did I succeed? Yes? Great! My success rate of making diamonds improves by [5%.. whatever. The server has final say]. No? Oops! I got a lump of coal back, or some other reject material, doesn't matter. We're being creative. My success rate of making diamonds, as a result of my failure, improves by [15%.. whatever. Bear with me]. Do I feel like I've been punished for trying to make diamonds? Only if I used something I was worried about losing

To me, that makes a huge difference.

Edit: Now imagine this feels grindy. 10% is not a lot. Failure once and now I still only get a diamond 1/4 of the time. Poop to that, I don't like it. Everyone's gonna want this differently and there's no way to make it feel just right for every person. That's what configs are for. If you set everything [I mean everything] to 75% success on destroy, with a 25% chance improvement, succeed or fail, then all it takes is one destroy and ONE attempt to create the thing to achieve max success rate. Is that too grindy?

MercuriusXeno avatar Jun 04 '16 02:06 MercuriusXeno

well sorry if from what I said made you understand it wrong but I only said what I thought/my own opinion out of the entire thing(including the grindy part) on just from the learning aspect, a friend of mine explained your idea releated to learning and I though just the learning side from using an item for just learning porpuses since that sounds more fun than the side of trying to create and losing all the other stuff and learning from that, and again, sorry if I made you angry or something for my poorly written text or that my reverse engineering idea didnt go through the way I wanted it to. If you want I could rewrite my idea again with explaining it more, if you don't want its fine, I don't really want to leave this in a bad mood >3>

kevin8082 avatar Jun 04 '16 03:06 kevin8082

Nope nope I take back all the mean things I said. i wasn't being civil. Let's start over man.

MercuriusXeno avatar Jun 04 '16 03:06 MercuriusXeno

sure, no problem, let me write something that is going to be a bit better to explain on how my idea could work with yours

kevin8082 avatar Jun 04 '16 03:06 kevin8082