Loot Drop Table

DAAlexander3
Preview of Loot Drop TablePreview of Loot Drop Table

About this model

For my loot drop table

This diagram models a simplified game progression system where players collect resources, experience points (XP), and engage in transactions. It is designed to simulate the flow of resources, such as gold, through various game mechanics such as collection, conversion, and trading. At the core of the system are sources that indefinitely generate resources. One source directly feeds into a pool labeled as "Gold Pouch," simulating a player collecting gold over time with a fixed rate of 50 units of gold per interval. This gold can then be used through a trading mechanic, represented by a Trader Node, which likely simulates transactions or exchanges within the game environment.

Additionally, there is an experience (XP) accumulation system in place, where another source generates a substantial amount of XP (200 units per interval) that is collected in an "XP Pool." This experience can then be used to trigger a state change or conversion through converters and state connections, indicating a mechanic where accumulating enough experience can lead to level-ups or unlocking new game features. A notable feature is a converter that, upon reaching a certain threshold (2000 units), likely represents a significant game event or transformation, suggesting a level-up or skill unlock mechanism. This system, thus, encapsulates a basic yet critical aspect of many game economies: the cycle of earning, spending, and converting resources to progress within the game.

This public Machinations diagram, “Loot Drop Table”, was shared in the Machinations Community by DAAlexander3.

Its description refers to sources, pools, converters and traders. Names that appear in the description include “Gold Pouch” and “XP Pool”.

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. In a diagram, a source creates resources, a pool stores them, a drain removes them, a converter changes one resource into another and a gate decides where they go next.