1) Look at gear held currently
2) RNG between "materials" drop vs. gear to be sold vs. USEFUL gear that genuinely throws stats to the player that improves their character.
I feel I should expand on this a little.
We know the game in 1.3 "looked" at your current GS / Level before issuing gear from things like Caches in Underground. This way the idea being it gave you something at least pertinent to your level or that gave you a little level boost.
How the algorithm should work starts from this point but goes further to include the mechanic used for Dark Zone match making.
1) Player performs a task that results in a drop
2) Server calculates the chances of what type of drop based on the following factors:
- World tier (this gives a minimum value to the GS for the algorithm to work from, a starting point)
- Average GS of character, including stash (this gives a mean value for the algorithm to work within)
- % split between drop classification (Gear/Weapon/Mod/Materials)
- % split between type i.e. Gear/Weapon (backpack, SMG, LMG, kneepads etc), Modification (grip, scope etc), MATERIALS cache (Tools, Electronics etc)
These can be modified based on enemy/action type (level boss, normal elite, handing out food to civilians) and factored in a sliding scale of % chance +/- to each.
3) Server has now selected the TYPE and Classification of the drop. It now uses an overlayed calculation to give a % chance of an item based on Talent scores (Damage/Toughness/Electronics) to BUILD the chosen item towards the focus of the character in question. For example: Character has a high DPM then the gear drop is focused with talents that boost Damage output. This is a lower chance (15-20% of the drop chance) if that isn’t hit with the RNG then you’ll get high gear but it might encourage you to change focus by providing you with high level gear but with stats that improve (in our example) electronics.
I think, currently, and previously, the calculations are far simpler in the game meaning at least stage 3 is missed out and the system just chooses from a set “menu” for stage 3.
Note I have included materials caches as a potential drop… I want this in the game! Just a box with 5 materials for example. I give some water to a civilian … I get 5 Tools back. I’d love that! I don’t want to deconstruct YET ANOTHER blue item. I’d rather leave it on the floor.