Re: Guilds Redux
Posted: Fri Sep 14, 2018 9:57 pm
Like I've said in the past, incentivize what you're trying to accomplish.
Here's an idea of the top of my head:
CREATE guildCount as Integer = 1
CREATE loopCounter as Integer = 0
CREATE tempGuild as String
loopCounter = Party.Size()
tempGuild = Party.Player(loopCounter-1).Guild()
loopCounter = loopCounter -1
WHILE (loopCounter > 0)
IF (tempGuild != Party.Player(loopCounter-1).Guild()) THEN
guildCount = guildCount + 1
END IF
loopCount = loopCount -1
END WHILE
IF (guildCount > 1)
dropRate = dropRate + (dropRate * 0.05 * guildCount)
Some pseudocode so you get the idea. Incentivize mixed grouping.
Edit: some people will take this at face value, please realize this was off the top of my head and there are other ways to incentivize group mixing without replacing the need for a brigand or anything. This was just idea #1 of what could be many ideas. I wrote it just to get your thinkers thinking.
Here's an idea of the top of my head:
CREATE guildCount as Integer = 1
CREATE loopCounter as Integer = 0
CREATE tempGuild as String
loopCounter = Party.Size()
tempGuild = Party.Player(loopCounter-1).Guild()
loopCounter = loopCounter -1
WHILE (loopCounter > 0)
IF (tempGuild != Party.Player(loopCounter-1).Guild()) THEN
guildCount = guildCount + 1
END IF
loopCount = loopCount -1
END WHILE
IF (guildCount > 1)
dropRate = dropRate + (dropRate * 0.05 * guildCount)
Some pseudocode so you get the idea. Incentivize mixed grouping.
Edit: some people will take this at face value, please realize this was off the top of my head and there are other ways to incentivize group mixing without replacing the need for a brigand or anything. This was just idea #1 of what could be many ideas. I wrote it just to get your thinkers thinking.