Hello,
Alrighty, so let's say this forthcoming tutorial has made me very brave about dabbling in the CS and I have a new, very valuable 'shiny' that I want to place into the game world but I wish to have it 'drop' only very rarely. Based on what has been explained above, I can achieve that rarity in a variety of ways that lower the probabilities of the shiny appearing:
1. specify that the item will drop only at several = to the PC level; not at any <= to the PC level
It can be a good way, however, if the player is not
exactly at the right level when he looks for the item (i.e. when he opens a barrel, or a chest...), he'll never get it. So you should be very careful if you decide to do this.
2. place the item in a levelled list with many different other items (lower value); lots of alchemical ingredients, misc items, cheap armour and weapons etc - many items
Probably one of the best way, just put a lot of cheap items with one powerful item in a list, so this powerful item will have a very low chance to appear.
3. increase the count of the other different items in the list; many item1, item1, item1 etc
It is nearly the same as 2. What really counts is the number of high level item and the level of low level item, not what the low level items are. For example, if list 1 have 4 identical cheap food and 1 diamond, you'll have 25% of getting the diamond. If the list 2 contains 4 differents cheap food and one diamond, you'll also have 25% chance of getting the diamond.
4. using the 'chance none' box, select a very high value - say, 98 and there will be a 2% chance that the item will appear
The problem if you do this is that there are 98% chance that you get nothing, whereas with the way you descvribe above, you'll have at least a few cheap items in the container.
5. place the 'shiny' in only one levelled list inside another levelled list that contained many other lists, any of which could roll when the upper level list executes.
you can make one list called 'food', which contains 3 types of lists: one 'cheap food', one 'medium food' and one 'great food'. Then you put for example the 'cheap food' list 10 times in the 'food' list, the 'medium food', 3 times, and the 'great food' only once. If you do this, you'll have a lot of chance of getting cheap food, and a very low chance of getting great food. Of course, you can combine this with the 'chance none' to make the great food harder to find. And you'll have to play with the levels at which each items in each list can appear. So you can get a very low chance to have the best irem at very low level, but it won't be impossible, and at the opposite, you'll have a greater chance of getting the best item when you're at a high level, but without making the cheap item impossible to get.
6. various combinations of the strategies #1-5 above - should be about ten or so permutations there.
In general terms, is that about right as far as strategies to adopt to achieve rarity?
Are there others that I have missed?
I think that you've covered all the different possibilities. The hardest part when you make a levelled list is to know what you want to get, not to make it. For example, do you want to get a few of the best item at a low level, or non at all? Do you want still some possibilities to have cheap item at high level or not? At a high level, do you want the best item appearing nearly everytime, or only more frequently than at low level, but with the low level items that keep their chance to be the most frequent appearing items?
When you exactly what you want to get in your levelled list, you have really done the biggest part of the work.
If I can get this straight, I will edit this post to reflect any corrections, thanks.
Those were not correction, maybe just some 'precision'.
Bjam