Canis_Lupus

Apprentice
  • Posts

    40
  • Joined

  1. Now, Kitteh.... be reasonable... he can post after he gets home...

    Seriously, Synapse, thanks much for your continued efforts on this, it's truly appreciated, even if we don't say so often enough.

    Given the massive scope of the product, the relative lack of major problems is quite the accomplishment, keep up the good work.
  2. A (very small) bit of new data, running the same Unai Kemen/Nemesis mission that I did the first two runs on. Two more runs, one with 2 recipes dropped, another with 3. This is for a map with @90 minions per. (Being a warshade, I tend to get some variation in terms of how many Voids get spawned randomly)

    So far, of the 4 runs I've done of this mission, there was one outlier, and the other 3 all appear quite normal, recipe wise. I have noticed, however, that out of the 4 runs (approx 360 minions total), I've had ONE enhancement drop. Does anyone know what the droprate on these are supposed to be? Do they drop from minions at all, or only LTs and above?

    On another toon running teamed missions for a couple hours last night, I had to empty my enhancement tray a couple times, plus having slotted/deleted a large handful along the way, so that character seemed to be getting a "normal" rate of ENH drops. Just a related thought.

    Once again, salvage drops seem quite normal, in fact on the Nemesis map, in 4 runs I've picked up 3 Chronal Skips, a Photonic Weapon and some other rare salvage.

    I've been busy with regular teaming/playing/etc so I don't have a huge batch of data yet, by the end of the weekend, I should have a meaningful sample size to post the full data numbers from.

    On a more general note regarding everyone's reaction to things. Am I upset that there definitely appears to be a bug in the system that's messing with recipe drops? No. Disappointed yes, upset no. This is a massively complex application with an incredible number of dependencies between different components, so bugs are inevitable. Heck, I'm not entirely certain I'm affected by this. Aside from some gut feelings with a pair of new characters rolled up since last Tuesday that "feel" like low recipe drop-rates, the only actual hard data that I have is showing basically expected recipe drops.

    Am I upset that Synapse is requesting specific steps to replicate the issue? Again, no. I've been doing computer support for 18 years now. Having a set of steps to follow to replicate a reported problem is always one of the first things that I look for when I'm doing troubleshooting myself.

    Do I think that Synapse lied when he said there was no change to the drop-rates to deal with farming? Heck no. I've yet to run across a situation with this development team has told us one thing while knowing that it isn't true. Have they been wrong about the existence of bugs/etc in the past, yes, have they flat out lied about an intentional change, no. Until they do, I'm always going to believe them when they say that no intended change has been put in place. (And no, I really don't expect to stop believing them, since I don't think they ever will lie about this sort of thing).

    What I AM incredibly upset about is the apparently casual dismissal of the absolute mountains of data that several people have posted along the way on this issue with a "we're not seeing it, it's a perception problem."

    What I can flat out say is that looking at the numbers being reported in this thread (several batches by people that I've known and played with for years now), there is definitely something very odd going on with the drop rates and/or the distribution of recipes (and likely enhancements as well), and that my "Perception" is that the development team doesn't feel like actually helping us to dig in and see what's going on. The raw number of trials that several people have posted here, along with meticulously tracked recipe drop rates should be more than enough to demonstrate to anyone looking at this that something is wrong. From everything that's been tracked/reported so far, it's obviously a very complex issue with some hidden cause that the players are not able to determine from the information that we can possibly have access to.

    Synapse, please, we WANT to help you figure this out. Other than a set of steps to reproduce the issue (which given the apparently character and/or account related nature of things, players just cannot do) is there anything we can do in terms of info to be gathered or whatever to help you track this down? There have been at least two offers from people offering to have you join them to watch what happens during a mission. PLEASE take them up on this offer, don't wait until the players either are able to replicate circumstances beyond "every time I log in, this happens" which is obviously not what you're looking for. If it's left like that, eventually people are going to give up on it. And in this case, giving up would likely mean giving up on the game, not just trying to track the problem. If I find a character/mission/etc that I'm having issues with consistently, I'll be extending the same offer.
  3. Thanks for the info EarthWyrm, I hadn't heard that, so this could explain it.
  4. I'm definitely interested in an answer to this, or finding out that someone's messing with us. Since the LotG +7.5 is in the former Pool C, I don't understand how it's possible to have this as a random drop for a kill, mission complete, or anything, with one possible exception, what pool (if any) do AVs drop from? I seem to recall seeing that they're set individually, but I don't know for sure. If this is the case, is it possible that the 7.5% is on a table for either Requiem or Romulus?
  5. Definitely planning on running more with this toon (like another 25-30 runs at this same map) just to get into the 2500-3000 minion equivalent range to get some numbers that are actually in a meaningful sample size. I hate the map and after I'm done with this one will be moving on til I find someplace other than Boomtown maps to work with, but at only 100 critters per missions it isn't TOO painful to run through.

    And I'm already pulling out the runs individually, but will be compiling them at the end to run one big report through dropstats.
  6. Not much in the way of hard data from me just yet, but I'm getting there. Only ran a couple missions last night to start tracking this, and of course, I forgot to enable logging on that character when I ran the first mission

    This is an Unai Kemen mission, the "Investigate 2nd Dimension" with Nemesis and hostages. I cleared the map except for one hostage group, leaving 2 minions untouched to prevent the mission from completing. (I really need to find a better map for testing, Boomtown is such a pain to make sure everything's clear)

    On the second run, DropStats showed 89 Minion equivalents, and 2 Pool A recipes, for a drop rate of 2.25% which is right about where it should be. The interesting part is that on my first run of the same map (I believe the same number of mobs, but I don't have the hard data for this) I got FIVE recipe drops, or 5.62% which seems absurdly high. The two runs together are in the 3.93% range.

    I know that under 200 minions is way too small of a sample size to draw any conclusions from, but I was quite surprised by how rapidly the recipes were dropping the first run through.

    I'll bite the bullet and run this mission several more times to get a better sample to work from, but I may be on the flip side of this issue... I think we're definitely finding (and DOCUMENTING) that there is an issue with the distribution. So, when Synapse and company look at the server stats, they're seeing 1 Million minions defeated, and total Pool A drops of 26667, everything looks fine. What they're not seeing in the data is that the distribution of these drops may be very much out of whack.

    Testing done on a level 50 WarShade, running at diff +0/x1/no/no, Freedom between 11 PM and Midnight on the 23
  7. The one thing that I do wonder about with the Test vs Live vs Internal testing is whether there could be any sort of server load factor causing a problem. If a large amount of processing on the server side is having an effect on this, the question arises, would we still see the same results on test as were observed during Beta?

    Outside of that, I agree, I can't see how his running on test would be a problem, given that the testing/data collection that you've done started there.
  8. Quote:
    Originally Posted by EarthWyrm View Post
    Based on a PM he sent me yesterday, his 5 runs on the internal server all involved him going through the maps and manually defeating all the mobs. I don't know whether or not he used the [I Win Button] on his test server runs, but he definitely used the old-fashioned method of beating stuff up in at least 5 of his 15 runs.
    OK.... so, Synapse's testing was all done on either Training room or an internal only server, is this correct?
  9. Quote:
    Originally Posted by Swami_Monsoon View Post
    Since results seem to vary so much between different players (and devs), has anyone speculated whether the issue is character based? Could the RNG be seeded somehow with data specific to an individual character? The most notorious example of such a glitch is the "Wi Flag" from Asheron's Call, although that involved the RNG for NPC aggro, not item drops. ( For more details see: http://asheron.info/~asheron/index.php/Wi_Flag )
    You'd think the CoH devs would have avoided a "rookie" mistake from a 1st-gen game... and that if not, that type of error would have already caused obvious issues in the past... but we seem to be running out of other explanations for this problem...
    Swami: Very good point. I was thinking of this example previously, but I couldn't recall which game it was in, so I never mentioned it. Thanks for dropping this back in.

    And perhaps my list needs to be updated to "Character" as opposed to character name.... some behind the scenes flag like the Wi fiag.
  10. Quote:
    Originally Posted by SwellGuy View Post
    If this keys off our HW/OS then things could be really strange. I had always assumed it would be server side to prevent any manipulating by a player.
    I will definitely admit that any RNG that relies on client-side information as a seed would be hideously broken, and I truly do not expect to find that here.

    However, a basic step in troubleshooting any sort of issue is "What's different?" between the tests where it worked and the tests where it doesn't. This may be a change if the case is a "it used to work, now it doesn't" or other differences in the case of "it works for me, but not for my neighbor"

    For us, we have both issues. The first part is relatively simple to explain. What's different is Issue 16 was added. Of course, there is a much finer degree of detail that would be required on the programming side, but for our purposes, that's enough.

    Moving past that, we have a scenario where one group of people (those posting in this thread, for example) are experiencing a problem and another (Synapse and company) are seeing different behavior. For this, we need to examine what the difference between his tests and our tests is. In addition to the obvious Map instance, enemies fought, Character AT, etc (but I believe the existing testing seems to have ruled these out), the options I've come up with so far (and I'm willing to be informed there are more that need to be tested for) are:

    Global chat handle
    Character (edited to be character, not character name, to include behind the scenes flags/etc)
    Time of day
    Server
    Hardware (CPU SN, etc)
    OS
    Original Install date/time of product
    Client IP address

    Again, I truly don't expect that this will be traced to any of the client-side options listed here, but they should be tested for.

    Given the veritable mountain of hard data that's been compiled along the way, I must say I'm incredibly disappointed in this being dismissed as a "perception" issue. While I was willing to admit early on that it may have been perception, the raw data that people here have collected (and I'll be doing some major data collection myself starting Thursday night) indicates that this is NOT a perception issue, but rather a very odd behavior of the system, likely one that is a major benefit to some players/characters and a detriment to others.

    I definitely hope one of more of the Devs will take up the offers to join in on teams on live servers with people here that have indicated problems, so that things can be observed directly as they occur, both client-side and (presumably) server-side. I would think that running this as Duos would be best, making it much easier to track, yet still have that direct involvement. I think that most everyone that's been posting here is much more interested in helping them fix a problem than simply placing blame, and I know I would definitely be willing to assist on that myself to whatever extent I can.
  11. Quote:
    Originally Posted by SwellGuy View Post
    I can compare my spines/fire on one account with my warshade on the other running the same arc in Ouroboros. I'll set them both to the horribly boring +0/1 hero setting. The only drawback is both are on East Coast servers (Pinnacle and Triumph) if that would have any impact on it.
    This is something definitely worth looking at, I would think. I'm going to try a slight variation, using the same character running the same missions over and over, but doing this on different computers running different OSes, even. Unfortunately, I won't be able to properly test any potential IP related issues, but if there's something about the HW/OS causing it, maybe that can help track it down.
  12. Quote:
    Originally Posted by Luminara View Post
    I haven't been following the threads about this issue, nor have I been able to dig up any hard information about how the new difficulty settings were coded, so this may be completely wrong or already considered and dismissed, but...

    Is it possible that the new difficulty settings add "virtual teammates", which are then assigned drops randomly, just like normal teammates? And since those "virtual teammates" don't actually exist, the drops are simply lost? That would explain the lower than expected and previously recorded averages for drop rates, as well as the variability from player to player.

    Simple way to test would be for several people to team up at standard difficulty (+0/x0) and see what the drop rates average out to for each player on the team, then compare those results to what solo players are seeing for difficulty settings matching the team size and critter level. Example: team of 8 players facing +1 and +2 foes, then each team member tests solo with difficulty set at +1 or +2/x8.
    This has been tested a few times, and the drop rates that are being seen a generally MUCH higher than this theory would allow for (getting in the 20-70% range of expected drops, if run at /8 equivalent and this was the case, it would be stuck in the 16.7% range).

    One other question, given that the same players/characters seem to have problems consistently. Is the Character name and/or Global name used as part of the RNG seed through some sort of hash function? Similarly for the client IP address or computer serial number, client specific checksum or something? This is something that only Synapse and friends can answer, but given the behavior that we're seeing, I would think it's something to be verified.
  13. One thing that I've been thinking about is whether it's possible that the recipes are getting lost in transit somehow. I'll be the first to admit that I don't know programming to any serious degree, but I do know problem solving and troubleshooting.

    As a group, we're definitely seeing some very odd behavior coming through the system. Is it possible that there's something going on where the portion of the code that decides there's going to be a drop clicks properly, but that the portion that distributes that is sending it to the wrong place?

    Also, are there any statisticians out there that can point out any issues with the way the math has been done along the way? Are we thinking we have a statistically significant sample, and we really don't? (From my understanding, I think that 5000+ trials of something with a 2-4% chance of occurring probably counts, but am I right about this, and what is the confidence in that sort of number?) I'm definitely willing to have it demonstrated that we're looking at this wrong, but there's been so much evidence compiled by multiple people, I'm finding that harder and harder to believe.

    EDIT: Oh, and as far as I've gathered, it's been noticed that the salvage drop rates may be a BIT low, but it's very close to the expected number. Similarly with Inspirations, those still drop like candy. Enhancements seem to be off quite a bit too, but I don't have hard numbers on that. What, if anything, is different in the coding for dropping of different items?
  14. Quote:
    Originally Posted by Chaos Creator View Post
    That's.. impossible..

    Sister Psyche doesn't take you against level 47+ enemies..
    Well..... if the logic for drops is as screwed up at the moment as player experience seems to indicate (regardless of what the Devs are/are not seeing at the server level), I'd be VERY hesitant to rule ANYTHING out. Given that this appears to be related in some way to the level/number of enemies adjustment, and the team leader most definitely was in the range that even level enemies COULD drop a Purple, why wouldn't it be possible that the logic is using THAT information, rather than the raw level of the critters? Also, keep in mind the Psyche is Freaks and Council, and Freaks for certain can spawn all the way up to level 50. As such, there WOULD be code in for the Freak critters allowing the drop of a Purple (assuming the right level range).

    As some additional data, in the past 2 nights, I've run 3 Task Forces (ITF, LGTF and, coincidentally, Psyche) and saw zero enhancement drops outside of the automatic ones for defeating an AV. On the ITF and LGTF runs, I picked up either 2 or three recipes, and I think one was as a mission complete reward. The Psyche run last night seemed a LITTLE better, with 6 total recipes dropped (including one as a mission reward). This was three common IOs and 3 "uncommon" set IOs.

    While this testing was admittedly on full (or almost full teams, we were having MAJOR disconnect problems on the Psyche TF last night), how is it possible to run through 3 TFs (2 short and one reasonably long) and not get ANY Enhancements as random drops? I didn't have chat logging enabled, so I can't run the numbers to be sure, but the Salvage and Inspiration drops seemed to be normal, my inspiration tray consistently filled back up, and I had reasonable amounts of salvage to drop off after each one (the value of said salvage is another matter, but the number of drops seemed normal).

    EDIT: The ITF/LGTF were run on a character starting level 47, and I finished up level 50 cleaning up at the end of the LGTF, and Psyche was run on a character starting about 2 bars past level 28 and finishing about 1/8th of a bar away from 31, so there was plenty of XP earned during the course of these (just to rule out speed/stealth runs causing us to skip beating on critters...)
  15. I get that bad things happen with patches, possibly even causing an emergency outage during peak hours. While this is disappointing, it's a natural consequence of any system this complex.

    THIS:

    Quote:
    Originally Posted by mspitler View Post
    I am noticing that the Server Status page says:
    Updated: 2009-06-24 13:05:02 UTC

    if you pull down the RSS feed, it is likewise dated 2009-06-24

    Any chance we can get a server status page that is up to date?
    on the other hand is nothing short of incompetence.

    Absolutely embarrassing.