NordBlast

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  1. We had similar, albeit opposite situation on RSF few days ago.
    Team leader was 47 all others were 50s. All 50s were exeplared down to 47.
    During first three missions (all entrances in GV) it didn't matter who entered mission first, these missions were spawned for 47.
    On other hand, 4th mission of RSF is in Nerva. Our team leader still was in GV or in Ouroboro, when someone entered mission in Nerva. That mission was spawned for 50.
  2. Quote:
    Originally Posted by Maribelle View Post
    I still kinda like the SG base access solution.

    Not for the lag or the visual clutter, but any solution that lets me access WW with a crafting table, personal salvage storage, enhancement storage, and SG salvage storage units all within reach without moving is something that I can get behind.

    Hmm, I'll have to figureout how to get the base inspiration vendors close enough so I can also sell recipes that I can't sell on the market.
    Devs made one step in right direction: they put Arena access on the Menu. I don't see why they can't put WW/BM access as well as diff changes there as well...
  3. Quote:
    Originally Posted by Kitsune Knight View Post
    Rares? x8/-1 with bosses enabled. You want to maximize the number of enemies killed.
    If you are 50, I would recommend to select at least 0 instead of -1, because -1 will drop level 49 recipes.
  4. Quote:
    Originally Posted by pyrite View Post
    except all your invention recipes would be 49th level and those don't sale aswell in my expierience.
    0/x8/ gives lvl50 recipe drops (Demon Farm and Freak Farm - blue side; Demon Ship, Liberate Television, Nemesis Platform - red side).

    I was getting lvl 49 recipes only on -1/x8 settings
  5. Quote:
    Originally Posted by UberGuy View Post

    Quote:
    Originally Posted by MunkiLord View Post
    Qustion(I don't think this has been asked yet, if so my bad):

    Could this bug have the opposite effect? Meaning instead of a bad drop rate like most of yall have seen, could it increase somebody's drop rate?
    I don't think so. However, if the bug has been present since I9, it's possible that it would seem this way.

    Based on the description pohsyb gave, the best case scenario is that the game actually gives you all the successful random drop rolls you get. So for people that the uninitialized variable worked out for just right, they would get all the drops they were due, while other people might get something less than that. However, as described, no one should be getting better drops (on average) than that.

    However, if you are someone who's getting less than your "due" in drops, someone who's getting their "due" is going to seem like they have better luck than you.

    I think an interesting question is: was this bug doing more than we know? We have TopDoc's pre-I16 farming thread, which seems to track pretty well with known drop probabilities. Other than that, we don't have a whole lot of other statistical data that I know of about pre-I16 drop averages. Is it possible a lot of people were getting less drops than the assigned probabilities would suggest? If so, fixing this bug might create some noticeable supply increases in pool As, purples and boss pool Cs.
    Only possible opposite effect I can see (based on pohsyb post), is getting drops from grey mobs...
  6. I didn't know it was chance.

    Thank you all
  7. Had anyone seen Zombie Invasions since i16 release?

    I turned in Halloween salvage in Croatoa, don't know what was a game time at that moment, but it was a night. It didn't trigger any invasions.
  8. Quote:
    Originally Posted by Cardiff_Giant View Post
    So does that mean this bug could have (plausibly) been affecting some characters, (at least a rare few) for quite some time now?

    Like, I always felt there were a couple of my (fairly numerous) alts - that almost never got anything but common recipes - and sometimes not even very many of those...

    As far as the semi-recent "change" in the code that might have caused this - I'm gonna guess it was something related to adding in the chance for a Pool C/D Drop from Bosses.

    I'm no code-monkey... But, that seems like a recent enough "add" to the drop code to be a plausible cause, that and the discussion thread about them where some people reported they've never gotten any of them "yet"...

    Which at the time, would've seemed to have been long enough for people to have gotten at least as many of these as they did Purples or PvP recipes.
    That and the repeated questions about "What is the Drop rate on these?" =(Pool C/D recipes from Boss kills) supposed to be - vs. - what people were perceiving it to be.

    IDK, who all remembers the main thread on that, but it sounds pretty familiar to this one, no? *shrug*
    With uninitilized variable it can be ANYTHING, any change in code...
  9. Quote:
    Originally Posted by Master-Blade View Post
    As a 32-bit application, it would crash when it hit 2GB of memory usage anyway. lol

    Personally.. I have noticed he game has certainly increased in memory usage each issue. When I started playing 3+ years ago, it would boot at about 500MB and then never go over 1GB. Slowly it has increased to booting around 900MB and get's close to 1.5GB after several hours of play. i16 gave it a little bump, but it wasn't from 800mb to 1.2GB.. maybe only an extra 50-100mb from my perspective.

    The Required/Recommended System Specifications should have been increased a long time ago.

    BillZBubba: Same here. Also, looking over Mercy drops my FPS as well.
    Game crashes around 1.5-1.65 GB in i16
  10. Quote:
    Originally Posted by TopDoc View Post
    Hopefully it'll be on test today, and pushed live this coming Tuesday along with fixes to the 4 broken TFs.
    In my estimates there are 5 TFs/SFs that require fixes:
    Hess
    KHTF
    MoBSF
    STF
    RSF
  11. Quote:
    Originally Posted by UberGuy View Post
    I actually learned a lot about how the reputation system works. The more rep people have, the more rep they grant or take away when they rep you.

    I also appear to have made a long-term "rep stalker". Someone who gave me negative rep during the thread appears to be granting me negative rep as often as they can. They leave a consistent comment, a single dash.

    Sadly for them, their rep-foo is less than some of their peers. Just one +rep from someone actually cool elsewhere undid their work and left be with a nice buffer against their ongoing nerd vengeance.
    Heh, I was negrepped by DashGuy too
  12. Quote:
    Originally Posted by Bionic_Flea View Post
    To Horatio, Backalley Brawler, and Castle:

    Thank you for coming into this thread and delivering your insights and mea culpas. I have noticed that less and less people in our society seem willing to admit to mistakes. It takes a courageous and responsible person to do so.
    This.

    Thank you, Devs
  13. Quote:
    Originally Posted by BizarroJ View Post
    Is the 8-person minimum a hard limit for the Lord Recluse Strike Force? I ask because I play with a group of friends that's rarely more than 6 online, but we think it'd be fun to try the LRSF with fewer than 8 people. If it is a hard limit, anyone have a feel how easy/hard it is to get a couple people just to help you create the TF then quit, which I assume works?

    BTW if 8 people is a hard limit, let this be a feature request: no minimum size for TFs/SFs! You can always form and then have some people quit, so it's not like there's a hard prohibition against running a TF/SF with fewer than the "required" number of people, so why put in artificial barriers to challenging yourself (esp. when a theme of I16 seemed to be removing several such barriers!).
    There is minimum size to start for every TF, but as soon as TF started, there is "Hard" minimum limit of 2 people to keep TF from autodisbanding (1 person can be logged off, so you can essentialy solo TF, spawned for 2)
  14. Quote:
    Originally Posted by Raccoon_ View Post
    So... If this has been an error since the launch of issue 9

    That means were going to be seeing even more recipes?

    Personally ima sell all me LOTG's etc whilst prices are hot then rebuy my stock when prices go down again(:

    Long term maketing ftw!
    While it existed from i9, previous releases weren't necessarily affected in the same way as current release
  15. Quote:
    Originally Posted by Aura_Familia View Post
    I would have preferred he got a whipping . . .

    . . .

    What?

    Somehow I'm reading into this more than I should
  16. Quote:
    Originally Posted by PumBumbler View Post
    Sometimes I think I've chosen the wrong game [naughty words ahead].
    After making this post, Pum was strangely absent from the game. He probably resubbed his WoW account and went for interview
  17. Quote:
    Originally Posted by all_hell View Post
    How many people here noticed something was wrong with drops right away?
    I noticed in my very 1st mish after adjusting my power colors.
    I see in the other threads about the problem folks could tell that something was wrong as they went about their normal play routines. The problem was great enough that it didn't take data crunching minutiae to see it. It was fairly drastic drop off compared to previous drop levels.

    Perhaps people who don't play that often didn't notice it as quickly.
    I think, drop rate bug existed on live at least at the end of i15. Farming "Liberate Television" in i13-i14 solo on diff 2 and 4 would consistently yield 12-15 recipe drops per run. When I decided to dust off this mission at the end of i15, I got much more volatile results, sometimes with much lower drops than 12-15 i saw before.
  18. Harvey's Demon farm, 2 runs, 0/8/n/n, SG mode, Saved Mission

    1st run: 4 recipes, 36 salvage, 8 SOs
    2nd run: 11 recipes, 32 salvage, 8 SOs

    besides Temp Power recipe, no other uncommon drops >.<


    Code:
    ----------------------------------
    Archie Gremlin's Drop Stats v0.3.1
    http://www.glasspaw.com/dropstats/
    ----------------------------------
    INFORMATION - Couldn't identify the rank of any mobs. Skipping drop rates.
    858 rewarding mobs defeated
      0 bosses and elite bosses
      0 lieutenants
      0 minions
      858 rewarding mobs of unknown rank
        Demon (531)
        Demon Lord (244)
        Demon Overlord (83)
    858 inf/debt rewards
      1607208 inf
      44000 debt
    21291 prestige
    15 Pool A recipes (Mob Defeats)
      1 uncommon and rare recipes
        Temporary Power: Power Analyzer Mk III
      14 common recipes
    68 salvage
      2 rare
      11 uncommon
      55 common
    16 single origin enhancements
    26 inspirations (0 tier 3, 8 tier 2, 18 tier 1, 0 special)
  19. I ran Demon ship from Tavish Bell twice. Settings 0/8/n/n, SG mode, Saved Mission
    1st run: 5 recipes, 28 salvage, 4 SOs
    2nd run: 10 recipes, 17 salvage, 2 SOs

    Code:
    ----------------------------------
    Archie Gremlin's Drop Stats v0.3.1
    http://www.glasspaw.com/dropstats/
    ----------------------------------
    INFORMATION - Couldn't identify the rank of any mobs. Skipping drop rates.
    412 rewarding mobs defeated
      0 bosses and elite bosses
      0 lieutenants
      0 minions
      412 rewarding mobs of unknown rank
        Burn Protector (38)
        Possessed Scientist (374) failed heuristic rank check
    418 inf/debt rewards
      906186 inf
    12008 prestige
    15 Pool A recipes (Mob Defeats)
      3 uncommon and rare recipes
        Extreme Measures: Dam/Int/Rech (Recipe)
        Kinetic Crash : Recharge/Endurance (Recipe)
        Nightmare: Acc/Fear/Rech (Recipe)
      12 common recipes
    45 salvage
      0 rare
      9 uncommon
      36 common
    6 single origin enhancements
    64 inspirations (0 tier 3, 21 tier 2, 43 tier 1, 0 special)
  20. Unai's Freaks map 0/8/n/n, SG mode, Saved Mission

    Script didn't recognize that Bosses were Lts and it should have given 1209 minion equivalents instead of 1358, but even with that drop rate is still lower than expected

    Code:
    ----------------------------------
    Archie Gremlin's Drop Stats v0.3.1
    http://www.glasspaw.com/dropstats/
    ----------------------------------
    Type   DropRate Drops Expected  Mobs
    --------------------------------------------------------
    Pool A    1.10%    15    26-50  1358 minion equivalents
    Salvage   5.71%    68   78-115  1192 minion equivalents
    --------------------------------------------------------
    (Table excludes mobs of unknown rank and their drops.)
    (1 in 20 runs will be outside the expected range.)
    784 rewarding mobs defeated
      149 bosses and elite bosses
      276 lieutenants
      359 minions
      0 pets and 5 greys
    784 inf/debt rewards
      1413202 inf
    19249 prestige
    15 Pool A recipes (Mob Defeats)
      2 uncommon and rare recipes
        Crushing Impact: Acc/Dam/Rech (Recipe)
        Perfect Zinger: Taunt (Recipe)
      13 common recipes
    68 salvage
      4 rare
      9 uncommon
      55 common
    11 single origin enhancements
    1 inspirations (0 tier 3, 0 tier 2, 1 tier 1, 0 special)
  21. Quote:
    Originally Posted by Gerswin View Post
    As a science professor, I have to call you out on this one pum. Density does not depend on the effects of gravitation, as it is defined in terms of mass/volume, not weight/volume.

    nub.
    Well, then they probably have higher pressure or lower volume or both
  22. Have you been exemplared when you tried to summon HVAS? It seems that exemplaring messes up a lot of temps, including Ouro Portal and Shivans
  23. Quote:
    Originally Posted by EarthWyrm View Post
    Pool C recipes have a very small chance (probably smaller than purple drops) to drop off Boss-class (or higher, I believe) mobs in any mission. This was implemented a few months ago, but is so rare that few people have ever had it happen to them.
    While it is pretty rare, pool C drops I've noticed were: Numina++ (last mission of LGTF), Celerity stealth (don't remember where), LotG 7.5 (dropped from Rom on last mission of ITF)
  24. Quote:
    Originally Posted by _gohan661_ View Post
    I lolled. Would seem more prudent to fix them both!

    ...
    Perhaps Hess is much easier and faster to fix than KHTF: maps vs AI
  25. Against strongest.

    f/e you getting attacked with ranged s/l and your defense is:

    ranged 20%
    smashing 35%
    lethal 40%

    roll will be against the strongest : lethal 40%

    You can find more information on defense here: http://wiki.cohtitan.com/wiki/Defence