Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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With portals, you can do many things, such as simply transporting players from a point A to a point B, make creative minis , make switch systems, and create a "luck" effect. The way you can create a luck effect in portals right now is by making a portal leading to X amount of portals with the same target ID's, and each portal can lead to different/same paths. However, it can take lots of space just to make a 10% chance filter. You would have to build 10 portals which can take quite some space to build. This could be fixed by adding a "luck" filter.
To explain this clearly, let me make an example. Let's make a portal leading to 2 different portals. Without the luck filter, each portal has a 50% chance of being chosen by natural luck. However, what if you "enable" the luck filter for those two portals? Let's say you want to enable the "luck" filter for portals with the ID's corresponding to 2. All portals with 2 as their ID will have a luck filter that allows the player to put in a chance number. Our 2 portals's IDs are 2. With the luck filter, you could make a portal that has a 75% of being teleported into, and another one that has a 25% of getting in. This could save up space in worlds in general.
what do you think of my suggestion guys?
when your signature makes about half your comment
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With portals, you can do many things, such as simply transporting players from a point A to a point B, make creative minis , make switch systems, and create a "luck" effect. The way you can create a luck effect in portals right now is by making a portal leading to X amount of portals with the same target ID's, and each portal can lead to different/same paths. However, it can take lots of space just to make a 10% chance filter. You would have to build 10 portals which can take quite some space to build. This could be fixed by adding a "luck" filter.
To explain this clearly, let me make an example. Let's make a portal leading to 2 different portals. Without the luck filter, each portal has a 50% chance of being chosen by natural luck. However, what if you "enable" the luck filter for those two portals? Let's say you want to enable the "luck" filter for portals with the ID's corresponding to 2. All portals with 2 as their ID will have a luck filter that allows the player to put in a chance number. Our 2 portals's IDs are 2. With the luck filter, you could make a portal that has a 75% of being teleported into, and another one that has a 25% of getting in. This could save up space in worlds in general.
what do you think of my suggestion guys?
What about putting 1% chance into each of the two portals, what will happen if the player gets a 98%?
~meow~
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#Joe Griffin
Thanks HG for the signature and avatar!!!
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What about putting 1% chance into each of the two portals, what will happen if the player gets a 98%?
1% , 1% equals to 50% , 50% because the "100%'' would be the sum of the percentages, in this case the 100% = 2%
1/2 = 50/100
If two portals have 1% and 98, it would be
1*100/99 and 98*100/99
It gives 10% and 90% = 100%
a% , b%
a*100/a+b = x
b*100/a+b= y
a/a+b = x/x+y
b/a+b = y/x+y
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Yes, as Grilyon2 mentioned, using weights instead of percentages makes a lot more sense, as weights aren't dependent on needing a total of 100. To go with your example, instead of 25% and 75%, one portal would have a weight of 1 and the other a weight of 3. The 2nd would be 3x more likely to be picked than the 1st.
That said, I don't think it'll be very useful, since EE's RNG is imperfect to begin with.
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Having a weight system for portal is a nice idea, but I do think its a bit redundant... You would use it rarely enough that you might as well just use the multiple portals technique, chaining them if you want more complicated ratios, (e.g. a 1/5 followed by a 1/3 if you want 1/15)
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max weight should be 100
~meow~
Posting Goal: 2000
#Joe Griffin
Thanks HG for the signature and avatar!!!
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