Card Drop Rarity System
About this model
This diagram represents a resource distribution system tailored for a hypothetical game or simulation where resources, identified by the color black, are categorized into different rarities: Common, Uncommon, Rare, and Ultra Rare. At the heart of this system is a passive Gate node that, upon receiving resources from a Source node, distributes them into four separate Pools, each corresponding to one of the aforementioned rarity categories. The distribution happens based on predetermined percentages: 30% of the resources are funneled into the "Uncommon" pool, 15% into the "Rare" pool, 5% into the "Ultra Rare" pool, and 50% into the "Common" pool.
This setup is indicative of a loot or item generation mechanic found in many games where items are generated at varying levels of rarity, which can significantly impact gameplay and player strategy. The Source node constantly generates resources, signifying an ongoing process of loot or item drops. The specific percentages indicate the probability of each item's rarity level, simulating a common scenario in games where most items are of common rarity, while ultra-rare items are significantly less frequent. This diagram, through its design and resource flow, essentially models the underlying mechanism of how items of varying rarity are distributed within a game, providing a visual and computational representation of this aspect of game economy.
This public Machinations diagram, “Card Drop Rarity System”, was shared in the Machinations Community by crabstudios.
You can open the original diagram in the Machinations app, press Play to watch how resources move through it, and change its values to see how the system responds. Machinations is a visual tool for designing, simulating and balancing game economies and other systems, where resources flow through sources, pools, drains, converters and gates.