Chance Cubes has taken off like nobody’s business and I have been struggling to keep up with balancing and tweaking the mod as I watch people use the cubes. Over the past month, a few things have come to my attention that I am hoping to address before the next update. The first thing is that hardcore players are constantly too under prepared and due to the nature of hardcore, die, often. The other problem I have noticed is that late game players are too op, and opposite to the hardcore players, just simply don’t die. The latter can be fixed to make rewards have no outscale ability, but that is for another post in itself. I am going to instead focus on the first issue as well as explain to you a major change that I am making in the Chance System for the Chance Cubes. As it currently stands in the mod, every Chance Cube is given a random chance value from -100 to 100 when the block is placed/ spawned into the world. This will go
onto produce a graph of something similar to this:
This distribution is great and all for encompassing all rewards of all levels, but it provides some setbacks in that It creates a “Get rich quick” ideal in early game players who get good luck, and it also promotes an ideal of just straight up death for the more unfortunate. Another problem this creates is that there is no way to create more rare rewards that occur less often as with this system, every reward is just as equally likely to be chosen.This system was a great starting idea for the mod, but now, it just isn’t going to cut it anymore, so Chance Cubes will be moving over to a new normal chance distribution format that looks something like this:
This new system will provide lots of benefits on top of a dynamic reward rareness system. The new system will help early game players survive more Chance Cube as the probability of getting bad chance values is a lot slimmer (Yes this does mean there will be less early game death). However, this system also limits the get rich quick play style that the cubes currently provide with making the more op late game rewards less likely to occur. By structuring the reward system like this also open many doors for future chance system changes. One change that this can provide for the future is the ability to “skew the graph” and make rewards either harder (or easier if you are that kind of guy), as the game progresses. The Icosahedrons (D 20) blocks also gain more purpose in the new system as it allows the users to experience the more deadly or op rewards that they may rarely see otherwise, providing an almost new reward system. The last this that I want to bring up is that I am going to need your guy’s help. By making the new chance system normally distributed, rewards around the 0 chance value are more likely to occur, meaning I need lots of what I am calling “knick-knack” rewards. These rewards are simply smaller rewards designed to aid, or annoy the player in most of the cubes that they open. If you have reward ideas feel free to tweet me @Turkey2349, DM me on Twitch @Turkey2349 or through any other contact that you have with me. I hope that this new Chance system will open many doors as well as provide a more enjoyable experience with the cubes!