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Making a Loot Drop

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The diagram outlines a game economy system focusing on currency and item acquisition, exchange, and usage. At the core of this system are sources that generate currency and loot drops (named "Enemy Drop" and "Enemy Defeated"), simulating the rewards players receive upon defeating enemies. Currency and various items (e.g., silver, armor, weapons) are stored in pools that function as repositories or players' inventories. These pools are interconnected through converters, enabling the conversion of currency into items (such as "Currency to Item", "Currency to Armor", and "Currency to Weapon") and also the upgrading of items (e.g., "Level 2 Weapon" and "Level 2 Armor"). The system uses resource connections with specific formulas to dictate the flow of resources between nodes, e.g., a dice-roll determined currency drop rate from "Enemy Drop" to "Player Held Currency" or set exchange rates for converting currency into items.

The diagram also includes mechanisms for modifying the value of transactions over time or based on certain conditions. For instance, the item price may increase whenever a transaction occurs, indicated by a state connection from the "Item" pool to the resource connection determining the item cost. This dynamic pricing system is likely designed to introduce inflation or scarcity effects into the game's economy. Furthermore, the system incorporates a chance-based distribution of loot drops, with certain percentages dictating whether currency or items are received, reflecting the element of randomness typical in game reward mechanisms. This complexity creates a versatile model for studying and calibrating the in-game economy to achieve desired player behavior and game balance.

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Edited more than 1 year ago
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