When a one-time treasure is found, the chance of other rare drops should not creep up
Items that can be found only once must leave the loot table, yet removing them in the obvious way quietly makes everything else more likely, so the late game showers the player with rares. A two-step pick keeps the rate where you set it.
Why this works
A chance you promise players is a property of the whole game, not of what is left in a list. Deciding the rarity first and the item second keeps the promise fixed, so taking things out can change what you find, but never how often you find something special.
When not to use it
Skip it when running out is the point, for example when finding the last rare item should make the world feel finished, or the late game is meant to be generous. Then let the chance grow on purpose, and tell the player so.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 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 "When a one-time treasure is found, the chance of other rare drops should not creep up" (read_entry rare-tier-rate-stays-steady-as-unique-items-run-out) 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