Spielerando

Make a rare quest item drop in a fair number of tries at most

At a flat ten percent, some players find the item at once and others grind for a hundred kills and give up. A rising chance after each miss fixes the worst case, but what does it do to the average? Here are the exact numbers to pick from.

Why this works

Luck alone has no upper limit, and a story item that never drops stops the whole story. Letting each miss raise the next chance turns an unbounded wait into a known longest wait, and the average can be worked out, so you pick it instead of hoping.

When not to use it

Do not use it on loot players may freely skip, or where the thrill is the real chance of nothing, as in a gambling game. There the guarantee takes away what makes the drop exciting.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 28 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make a rare quest item drop in a fair number of tries at most" (read_entry quest-item-drop-with-bad-luck-protection) 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