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1  General Category / Updates / Re: Updates 05-10-13 on: May 10, 2013, 01:49:09 pm
Not sure if it makes a difference on buffs given but my warrior and few other characters are told they do NOT have 3.0 flag when hailing their Halloween pets (even though they are T7 flagged). Any idea how to fix this?
2  General Category / General Discussion / Re: T8 on: May 09, 2013, 06:52:48 am
RoF enabled on ezserver yet? Or was that on another server?
3  General Category / General Discussion / Re: Beastlord Epic on: April 18, 2013, 06:01:11 pm
I think the clicky hunter was thinking about was the old (t3/4?) Warrior click that was changed from summoning a pet to being an "aggro bomb". I could be wrong though.
4  General Category / General Discussion / Re: T7 Discussion (Merged) on: April 18, 2013, 01:43:36 pm
You asked the question why put spells on the mobs if they are going to be 100% resisted.  I'll ask, why put spells on mobs that wipe entire raids of non God Mode players?  and ... Why should regular players even bother playing the game if it's tuned to challenge and kill the God Moders?

It could also be said why put the "God Mode" items in the game if everything is going to be tuned to the point they no longer offer an advantage. Part of the draw of the UW would seem to be the ability to resist spells that others can't. If the resist check is so high that even someone with an UW can't resist the spells then whats the point of having heroic resists? It would seem silly to farm something in your current tier (100 essences) just so that you can dominate the previous tier, ideally players want something that will help them with the current or next tier of content.

The unresistable charm also seems to overly punish those who spent the time to get a high level UW. If you have to unequip it for boss fights then it seems like an awfully large investment to be able to pull trash better. I suppose people could level up a tank with no weapons specifically to be charmed (or use a current character if they can survive long enough to be charmed) but it definitely doesn't up the "fun factor" of the game.

Anyway, I just wanted to add my 2 cents worth. Thanks for listening.
5  General Category / General Discussion / Re: Leaderboards on: April 12, 2013, 03:26:22 pm
I think he meant people bot farming aaxp but I could be wrong.
6  General Category / General Discussion / Re: UW and essances on: April 06, 2013, 10:07:09 pm
Yay for pictures. The top graph is a low standard deviation graph (aka higher percentage drop with higher aug cost). The bottom graph is a high standard deviation graph (aka low percentage drop rate with normal aug cost).


2000 kills *5% the average drop rate=100/1essence=100 upgrades (upgrades cost 1 essence)
2000 kills *50% the average drop rate=1000/10essences=100upgrades (upgrades cost 10 times what they do now)

This sure doesn't seem like an increase in the rate someone would be able to complete an augment or UW level to me.

Since I have proven that by increasing the essence drop rate by the same percent you increase the augment cost the average (mean) stays the same let me explain what this WOULD do.

By increasing the chance of an event (increasing drop rate) you lower the standard deviation (number of people getting essences fast AND the number of people getting essences slow) thus driving more events to the mean (average). All else being equal this basically reduces the chance of outliers while leaving the mean alone.

So...less people would get essences faster than the average and less people would get essences slower than the average.There would be more essences in the marketplace thus decreasing the cost and making them more likely to be traded. The end cost if you bought the essences should stay the same (100k essence now, 10k essences/essence fragment afterwards but 10 of these are required..10,000x10=100k) This would also allow hunter to better tune essence drops and throttle/speed up upgrades and allowing players to feel like there are less "wasted" bosses because each step in an upgrade is a smaller one.

Regardless of if this is a good idea or not there is your mathematical proof that you were mistaken in your assumption about my intentions.
7  General Category / General Discussion / Re: UW and essances on: April 06, 2013, 03:04:50 pm
That is exactly how it works actually Zamthos. The argument is perfectly valid if you understand how percentages and RNG works. If a drop rate is 5% then it will take ON AVERAGE 2000 kills (min=100, max=infinity since if it not 100% there is still a possibility it could NEVER happen) to get 100 items and the minimum number of kills it could take is 100...as your number of kills approaches infinity the chance that you will not have 100 items approaches 0. If a drop rate is 50% then it takes ON AVERAGE 2000 kills (min=1000, max=infinity since if it not 100% there is still a possibility it could NEVER happen) to get 1000 items with the minimum number of kills being 1000...again as the number of kills approaches infinity the chance that you will not have 1000 items approaches 0. So the average would remain 2000 killsand since an upgrade would cost 10 items you will still only have 100 upgrades. Good day.
8  General Category / General Discussion / Re: UW and essances on: April 05, 2013, 05:47:47 pm
I misunderstood your post then. My apologies.
9  General Category / General Discussion / Re: UW and essances on: April 05, 2013, 05:33:07 pm
This is the last post ill make about this because i feel like im beating my head against the wall. Your argument makes no sense Fugitive. Example: 5% drop rate over 100 kills= 5 essences, if you are really lucky you could get all 5 drops in the first 5 and you have 5 upgrades. 50% drop rate of an essence over 100 bosses = 50 if you are really lucky it will only take 50 kills but now in my example your IS fyiupgrades cost 10 instead of 1 so you still end up with 5 upgrades. The only difference is instead of 95/100 kills being nothing only 50/100 are "worthless". Your minimum number of kills for an upgrade actually goes up but you don't have long streches of "wasted" kills. It actually rewards time invested moreso than luck.
10  General Category / General Discussion / Re: UW and essances on: April 04, 2013, 05:56:18 pm
I'm well aware that essences dont magically appear. I may not have as many as you fugitive but my two groups are full level 8 with around 30 extra in bank for level 9 combines.

Essentially all that i was proposing was instead of essences dropping at a low rate we could have essence fragments drop at a higher rate and combine into essences. Essentially it would FEEL like less "wasted time" but would take the same amount of mob kills in the end.

But I guess if the wheel isn't broke don't fix it.
11  General Category / General Discussion / Re: UW and essances on: April 04, 2013, 05:12:05 pm
The intent was for newer players to be able to feel like they are making SOME progress towards augs instead of going 10+ instances with no drop. Look at it this way if you are auging a monk you need 4 IS and 2 NS (excluding T7 at the moment). Thats 8 essences. If the drop rate was 5% (the drop rate numbers are just an example nothing more) then AVERAGE time to get those essences would be 160 kills (152 kills you get nothing). You could get them in your first 8 or it could take the MANY MANY more than 160.

If you increased the drop rate by 10 and the cost by 10 (50% drop rate, 80 essences) the AVERAGE time to get the essences would still be 160 and it would take a MINIMUM of 80 kills (assuming you got lucky) but only half of those kills would seem like empty kills.

Lastly said essences SHOULD drop in price by a multiple of 10. If they cost 500,000 before they should only be worth 50,000 afterwards. So a newer player may be able to buy 2 for 100k and farm the other 8 (remember the augs would take 10 essences) vs having to try to save up 500k to make up for bad RNG.

The only reason I brought up tokens is because the magic box only allows combines of 10 or less so you wouldn't be able to do 10 essences + ore + sls + aug unless you had a token that accounted for the 10 essences. Conversly essence drops could be changed to essence fragments and combine to make what we currently think of as essences.

I'll just drop the idea though since it seems people aren't understanding what I'm saying or my reasoning behind the idea and I don't want to create drama.
12  General Category / General Discussion / Re: UW and essances on: April 04, 2013, 02:57:36 pm
Hate- Wasn't saying have tokens drop. What I was saying is have essences combine into tokens. 10 tacvi = 1 "10 tacvi token". You increase the drop rate by a multiple of 10 making RNG less of a factor and allowing more essence trades to happen.

To offset this you increase the cost of, for example, IS augs to a "10 token" instead of 1 essence. OOM for example drops 1 anguish essence, that will give you 1 IS8 (if you have a 7) so make him drop a "10 anguish token" instead. Probably a stupid idea so just forget I said anything. =P
13  General Category / General Discussion / Re: UW and essances on: April 04, 2013, 02:40:44 pm
I guess my thought was if the supply of essences increased the number of trades would increase as well...even if the new supply was offset by an increase in cost of augs/uw levels.

Basically each essence would be worth less since the supply would be greater but the overall cost and time required would remain the same since recipes would require more essences (10 instead of 1) basically 100 essences 5÷ drop = 2000 mobs while 1000 essences at 50÷ drop = 2000 mobs.

Just a random thought...maybe Ill just take my ADD meds and keep quiet. Smiley
14  General Category / General Discussion / Re: UW and essances on: April 04, 2013, 02:10:35 pm
If you would actually read my post Broklyn, I wasn't trying to make anything faster and never said something "wasn't fair". I was simply trying to come up with a way to help build the server economy.

If you make something 10x the current requirement but increase the drop rate x10, guess what...it takes the same amount of time to obtain its just done in smaller chunks. Its always nice to be ridiculed for trying to improve the server. Thanks I appreciate it.
15  General Category / General Discussion / Re: UW and essances on: April 04, 2013, 10:16:07 am
Hunter, This may be unpopular or something that you don't want to do/see a need for but have you thought about changing all current essences to 10 essence tokens, increasing drop rate of essences x 10, having the essences combine in the magic box to make tokens of 10, requiring the 10 essence tokens for augs (1 for IS, 2 for NS/FS), having the credit store sell 10 essence tokens (thus keeping the price the same) and 100+ of the tokens for each level of UW?

Things would still require the same amount of time to farm such as an individual aug or UW level but it would make essences more common thus creating more of a market. Guaranteed drops such as OOM could just drop the token. It would allow you to micromanage the speed at which certain items are obtained aka maybe the UW would be 1000 qvic essences (aka 100 x 10 essence tokens), 1000 tacvi, 1050 (105x10 essence tokens) gods minor etc. You could make a certain level take just a bit longer but players would feel like they were able to make small gains vs going multiple instances without essence drops.
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