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Right now Pal Calc uses a very basic calculation to estimate how long it would take to capture a wild pal, starting with a constant base time which increases with the pal's paldex number.
This calculation should be tweaked to more accurately reflect the difficulty of different pals.
IIRC Palworld has an internal notion of "legendary" pals, could detect this and add a constant modifier for those pals
Could modify the time requirement based on the max level(s) of the player(s) involved in the breeding calculation, e.g. a level 10 would take much longer to catch a legendary pal
Could read the inventory of the involved player(s) and find the highest tier of pal sphere and modify the time estimation, e.g. it would take much longer to catch a legendary pal if you only have the basic sphere
Could split the paldex into various ranges and have separate calculations for each section, e.g. Paldex no.s #1-#10 could have a constant 1 minute requirement, no.s #11-#30 could have a larger requirement, etc.
Could modify time expectation based on how common the pal appears in overworld based on day/night activity, total number of spawn points on the map, and avg. distance between unlocked fast-travel points and those spawn points
Could manually maintain a list of all pals and their time estimate, filled by hand
The text was updated successfully, but these errors were encountered:
Right now Pal Calc uses a very basic calculation to estimate how long it would take to capture a wild pal, starting with a constant base time which increases with the pal's paldex number.
This calculation should be tweaked to more accurately reflect the difficulty of different pals.
#1-#10
could have a constant 1 minute requirement, no.s#11-#30
could have a larger requirement, etc.The text was updated successfully, but these errors were encountered: