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Review follow-up K: a fourth event anchor for the grind loop
The three A6 presence anchors (expedition Night digest, !sell, arena cashout) miss a whole playstyle: a player who only mines/forages/fishes (now automatic, done by walking) and clears single-day dungeons, but never sells, never enters the arena, and never runs a multi-day expedition to a Night camp, would roll for zero mid-day events. Anchor a fourth roll on a foreground single-day zone clear — the climax DM that player is reading, and one they cannot spam (a clear costs a full walk). advanceResult.zoneCleared is set only in the full-clear branch (a mid-zone region clear continues the run and would fire per region), and the roll lives in zoneCmdAdvance, the foreground path only: autopilot goes through runAutopilotWalk and party members are refused earlier by isPartyMember. The per-day slot guard still caps everyone at one event/day, so the three prior anchors are unmoved. advEventChanceZoneClear = 0.08 puts a zone-clear-only player at ~1 event/week, matching the fully-engaged player; it is the tuning knob. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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@@ -32,10 +32,23 @@ type advActiveEvent struct {
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//
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// The per-anchor chances below put a player who hits all three at ~1 event
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// per week; see TestAnchoredEventWeeklyRate.
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//
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// K — the three social/economic anchors miss the pure grind loop: a player who
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// only mines/forages/fishes (now automatic, done by walking) and clears
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// single-day dungeons, but never sells, never enters the arena, and never runs
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// a multi-day expedition to a Night camp, would roll for zero events. The
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// fourth anchor, ZoneClear, fires on a foreground single-day zone clear — the
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// climax DM that player *is* reading — so they get the same rough cadence.
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// Autopilot walks and mid-zone region clears deliberately do not fire it (see
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// zoneCmdAdvance / the full-clear branch of advanceOnceWithOpts). The per-day
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// slot still caps everyone at one event, so a player who happens to hit two
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// anchors in a day can't double up. This rate is the tuning knob for item K —
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// bump it if telemetry shows the grind-loop player still sees too few.
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const (
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advEventChanceDigest = 0.08
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advEventChanceSell = 0.05
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advEventChanceArena = 0.05
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advEventChanceDigest = 0.08
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advEventChanceSell = 0.05
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advEventChanceArena = 0.05
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advEventChanceZoneClear = 0.08
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)
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var (
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