Spielerando

How many kills until you hold five pelts, and what to tell the player?

A quest asks for several drops that fall with a modest chance, and the obvious division gives a number that most players will not reach in time. This shows how to work out a count you can honestly put on the quest, and how far off the obvious answer is.

Why this works

Doing the obvious division finds the number where the average player is done, which leaves about a third or more of players short. A promise should be the count by which almost everyone has succeeded, which means counting the ways luck can fall.

When not to use it

Do not use it when drops are guaranteed by a counter or a pity rule, or when the quest can be completed another way. There the answer is simply the counter, and a statement about luck would confuse people.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 28 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "How many kills until you hold five pelts, and what to tell the player?" (read_entry kills-needed-for-wanted-drop-count) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP