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Thanks for the info!
And NCSoft, you should use your media to inform us :P -
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Well, at least, a surprise to me. No notice on the News and Announcements forum, website News page, or even the Facebook page.
Anyone have any info regarding the current downtime, and how long it might be down for? Was anyone else surprised, or did I just miss an announcement somewhere?
PS: NCSoft: if this isn't some completely unforeseen server melt, please give us a bit of warning! -
Quote:I strongly disagree. I'm glad JB has taken the role of the Tankers' defender. Brutes really do do what Tankers do nearly as well, while actually being capable of defeating foes in a timely manner. The core group role of a Tanker, which is aggro management, doesn't even make sense if the Tanker isn't actually much of a threat. Tankers as implemented are some sort of thematic compromise which makes them into a kind of durable one-trick controller.*snerk*
For those who wonder why he doesn't make a Brute i think at this point it's pretty obvious that this isn't about anything that might be viewed as being somewhat based in reality or logical thought. The whole J_B Tanker Crusade is literally that: a purely emotional, subjective crusade based on an early impression of the game, not even necessarily the game that existed at the time, but a hazy, emotionally charged impression that instantly became locked in his mind as How Things Should Be.
I'm sure there are many options for giving the Tanker archetype some legs again. Personally, I favour the distinction between a slow/durable/hits-hard versus fast/agile/hits-precisely triad. If Brute-comparable raw damage is not an option for balance reasons, let them show their strength in other ways: let their attacks bypass a proportion of damage resistance, for example, making them more effective on the toughest foes (bruising seems a poor implementation of the general idea); give them lots of knock-downs and knock-ups which get the mooks out of the way, so they can concentrate on the big guy. I'm sure JB has his own suggestions.
Currently Tankers are in a weird no-man's land. We shouldn't have to abandon the archetype and all switch to Brutes let's fix Tankers instead! -
Quote:Slightly faster is barley worth the effort. It is a whole order of magnitude slower, and slight changes are going to be lost in the noise.On the UStream broadcast today, Positron said that there are some upcoming tweaks that will make the solo progress rate slightly faster.
Even in an ideal land, where the iTrials were super-fun for everybody and did not pall after repeated playings, it's simply not going to be a viable game path for people who have the misfortune to be in a low-population timezone or server. Making the activity over 20 times more rewarding will not magick iTrialing players out of thin air. There needs to be an alternative, and it's clear that DA is not a serious one.
I honestly like the story arc, and will happily run it a few times across different characters. Given the time it takes, it should offer rewards vaguely comparable with running a similar number of trials. Taking 30 days to match 6 hours of trialing is simply ridiculous. -
I think the disparity between the solo arcs and trial rewards are ridiculous.
This evening: a TPN run (still in cooldown) and the last three missions in the "To What End Power" arc.
TPN: 45 minutes including league set up time (35 in trial).
One common component; 7 Astral merits; 1 Empyrean merit; 67 (!) threads.
Arc: +0x6, defeat (nearly) all. 115 minutes (excludes selling, travelling time)
10 threads, one common.
In threads alone, that's over 12 times more slowly. TWELVE TIMES. And then there are the merits on top.
I can't understand the dev's motivation here. It's a laughable comparison. -
The possibly more natural moniker would be "ken no akuma" ("剣の悪魔"). Ken does mean sword, but also means blades more generally. It is often specialised into compound words. Tenma is a rather particular term; akuma is more broadly used to mean a devil or demon. 'no' does mean 'of', but it works the other way around; "tenma no touken" would be "the sword of the demon".
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After all that analysis, subjectively the drop rates are sodding miserable. Just got my sixth common in a row, suffering though trials which have become tedious through months of grinding, suffering multiple defeats in a Lambda trial which makes me feel anything but super.
Limited grindy content, dodgy lore, random rewards, and illogically and brutally overpowered foes. So, so unimpressed with the end-game vision at this point in time. -
Quote:I didn't see the quoted post in the thread, but nonetheless, I will argue against this interpretation. To say that it falls within two sigma is to beg the question: it already assumes that the drops are all coming from the same distribution. (As an aside, if they indeed were all from the same Bernoulli distribution, the best parameter estimate would be p=53/297; the s.d. of the Binomial distribution with N=119 (the 20110628 sample) is 4.18, the mean is 21.2, and the observed value of 16 rare drops is certainly within two s.d. of the mean.)But the chance of one sample in three being off by 2 sigma is much larger than 5%.
Quote:I see. So what he actually has is:
04/05/11: 17 / 82 = 20.7% rare
04/26/11: 24 / 121 = 19.8% rare
06/28/11: 16 / 119 = 13.4% rare
09/13/11: 13 / 57 = 22.8% rare
What he is saying is sounds about right -- the third result is unusually low. By eye, it looks like a 2-sigma (i.e. 1-in-20; sigma is jargon for standard deviation) effect. However, keep in mind that these aren't actually that rare. If you take multiple sets of these samples, chances are you will run into them for a particular sample sooner or later. With 4 samples, the probability that 1 will be off by 2 sigma is about 17% or 1-in-6.
Before applying the s.d. heuristic, we have to confirm that the hypothesis that all the rare drop rates are the same is a reasonable one. Suppose the rare drop rate for 20110628 is u, and that the rare drop rates for 20110913 and 20110426 are the same at v. Let hypothesis I be: u and v are equal(the drop rate did not actually dip). Let hypothesis II be: u is v-0.05 (the drop rate for rares was 5% lower in the 20110913 build.) We can apply Bayesian model selection (with u and v otherwise unconstrained) to see which is the better model.
Let n1=119 be the number of drops total in 20110628, r1=16 be the number of rares, and n2=178 the number of drops total in 20110913 and 20110426, and r2=37 the number of rares.
The marginal likelihood of I is:(n1 choose r1)(n2 choose r2) Integral(u=0 to 1, u^r1.(1-u)^(n1-r1).v^r2.(1-v)^(n2-r2) du) (with v=u)
The marginal likelihood of II is:
=0.000107.(n1 choose r1)(n2 choose r2) Integral(u=0 to 0.95, u^r1.(1-u)^(n1-r1).v^r2.(1-v)^(n2-r2) du) (with v=u+0.05)
The Bayes factor for II over I is the ratio of likelihoods, = 3.66. A ratio above 3 is 'Substantial' - I'm relying on Wikipedia here - evidence for the second hypothesis. We cannot safely assume that the drop rates are constant across the three releases, and there is substantial evidence that a 5% lower drop rate in the 20110628 release is a better explanation. (Actually any proposed difference between 4% and 10% gives a factor greater than 3.)
=0.000393
However, givenQuote:Originally Posted by reiellaJust to add in here, Second Measure did confirm that the later trials themselves are weighted to reward the higher rewards more frequently, so it does potentially cause dataset contamination wrt to Keyes' results. -
Quote:No, that's not so.He's been running four samples though. The chance of one of them being off is indeed 1/20, but the chance of one of four being off is 1/6. (or so)
To use more of the data though, let's consider the hypothesis that the rare drop rate in the 20110628 build was less than the rare drop rate in the builds on either side, which was the same in each (let's ignore build 20110405 on the grounds that we know they changed the drop rates between that and the next build.)
In builds 20110426 and 20110913, in total, there were 37 rare drops and 141 non-rare drops. Comparing with the 16 rare, 103 other drops from 20110628, we getP(rare drop in 20110913 or 20110426 more likely than rare drop in 20110628) = 95%
If anything, the evidence is stronger.
All of this though is under the assumption that drop rates are constant throughout each build, and constant across trials and archetypes. This might not be so. -
Quote:It turns out that if you're trying to tell if the underlying probabilities have changed, you don't necessarily need that much data at all - it depends on how different the results are.I'm trying to wrap my head around the formula myself, but based on what other people have calculated, you have around 50% chance of that result simply being a case of random chance.
To be able to have a 95% certainiy of the drop (which is standard statistical certainity, used for most kinds of polls) you'd have to run a bit over a 1100 trials, and get the same result. (eg. you had to run 1100 trials in your third period and 1100 trials in your second and 1100 trials in your fourth period, to have a useful basis of comparison)
Compare the rare drop rate between the June and September builds:20110628: 16 rare drops, 103 other component drops
Just eyeballing the figures, it looks like the chance for a rare drop has increased between the last two builds.
20110913: 13 rare drops, 44 other component drops
Starting with the assumption that we don't know anything about the relative drop rates, we can model our confidence in the probabilities of a rare drop by a Beta distribution: for the two builds, P(rare drop in 20110628 build) ~ Beta(16,103) and P(rare drop in 20110913 build) ~ Beta(13,44). The most likely drop rate for 20110628 is 16/(103+16) = 13.4%, and for 20110913 is 13/(44+13) = 22.8%, but given the limited data, how likely is it that the rare drop rate actually increased between the two builds?
The confidence that X > Y when X ~ Beta(a,b) and Y ~ Beta(a',b') is given by a fun double integral of f(x+u;a,b)f(x;a',b').dxdu, with x and u ranging from 0 to 1, and where f(x;a,b) is the pdf of Beta(a,b). Plugging the numbers in and computing gives:P(rare drop in 20110913 more likely than rare drop in 20110628) = 94%.
Based on the data given, there's roughly a 19 in 20 chance that the underlying drop rate for rares has actually changed (increased) between the two builds. Alternately, you could say there's only a 1 in 20 chance that these observed changes are just a result of random chance.
Looking at the very rare data, the raw numbers indicate that very rare drops have decreased between the two builds, but because there are fewer drops to work with, the results have lower confidence. With:20110628: 11 very rare drops, 108 other drops
the calculation gives:
20110913: 4 very rare drops, 57 other drops
P(very rare drop in 20110913 build less likely than very rare drop in 20110628) = 72%.
So there is some evidence indicating that the very rare drop rate has decreased, but it's very weak: it easily (about 30% chance) could just be a result of random variation. We'd need more data to be sure.
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That would be, in this particular Oceania timezone, 8pm on a Friday night through to 4am.
Couldn't really have timed it better, in fact! -
Another evening well and truly wiped out in Oceania land - with one day's warning!
[Of course, I only learnt that there was notice of this downtime at all after I tried to connect.]
Pretty much used to being shafted on 'maintenance' times generally, but this last month has been abominable. If this one is really to move some servers around physically, why not tell us a little bit in advance? It's hard to believe a move like that is a spur of the moment decision.
Better yet, schedule all these maintenance operations in NA times, and there would be then some impetus to minimize them.
When I heard that CoH was going free-to-play, I was indifferent: I had planned on subscribing anyhow. With these sorts of availabilities in the evenings though, I'm certainly reconsidering paying a monthly fee. -
Quote:I'm coming from a different angle, obviously, but I disagree for two reasons. Firstly, I have worked in the game industry as a programmer, and seen the stuff that gets shipped even as 'A' titles. It would make your stomach turn. But the chief reason for the poor code is the incentive structure: publishers want to get things out to meet various calendar constraints, and of course want to spend the least amount of money; and further, the rewards to the developers for shipping bug-free or at least well maintainable software are slim at best. Granted, MMOs, with their longer-term focus, will have different development pressures.If it were possible, for a 'reasonable' amount of money, one of the new MMOs would be doing it and they don't or one of the current popular MMOs that could, would change it's internal framework.
I think it would be done if it could be. It would be a HUGE selling point.
The second reason, is that I am and have been working right now on a large, distributed, database-backed project which has very infrequent downtimes (one every few months, typically.) And this even uses MS' SQL server (I'm not the one who has to baby sit it, thankfully.) In earlier work, I've written computationally intensive and data intensive software that would run for weeks on a large cluster, with a custom data store that handled the various contention issues. It too did not need to be periodically restarted. So I do know the technology is feasible, even if it certainly is not trivial.
Consequently, I honestly believe it can be done, and that the reason it is not done is primarily one of developer or publisher priority.
Quote:The entire idea that any system with a large user base connected to and accessing a transaction heavy database, regardless of infrastructure, will not have to have regular maintenance outages is simply a non-starter. Even the most resilient database systems like the stock market have scheduled downtime for users. -
I think this is an interesting, and crucial topic. Crucial, because this sort of information should inform the creation of villain-side story arcs, and ideally, would offer players more opportunities to play the villains they want to play.
Personally, I can't bring myself to play a thoroughly despicable character. Every villain I play has a core distortion, an unbalanced point of view, that privileges a particular form of antisocial behaviour. One, simply, is mad and has no appreciation for the long term results of actions. Another has an unreasonable and abiding hatred of spandex-clad superheroes after a terrible, formative experience, and has so much invested in that hate that seeing reason on this is practically impossible. A third lacks self confidence to the degree that she has followed and continues to follow particularly poor role models and leaders.
Without these flaws, they would be normal, or even good, people. In their own minds, their actions are perfectly justified. But each in their particular way, is not sane. -
Downtime is no fun, but it would allow easier planning of people's play time if downtime information was more readily available. So, how about incorporating this into the launcher?
On selecting "City of Heroes", we could be shown the current server status, the next known downtime period, and when things are down, the expected maintenance completion time. It would save trawling through the forums!
An additional advantage would be that the Launcher could display these times in our local time zone, whatever that might be.
As an aside, could we have the official announcement times in UTC/GMT? That way, everyone need know only one number (their offset from GMT), and not have to worry about the vagaries of Standard/Summer time schedules, which of course vary from country to country and hemisphere to hemisphere. -
Quote:Can you prove that you can't do it for a relatively small increase in costs compared with revenue? See, we can play this game all day. It could pass the time while the servers are down.So you can give us a specific example that handles the amount of data CoH does across multiple shards with thousands of users that does not have to go offline for regular maintenance and costs no more than what NCNC pays now for their service?
Perhaps you yourself also have considerable industry experience, in which case I apologize for judging your comments as shallow and mostly baseless. But if so, it would help your case if you argued coherently, as opposed to lurching between rhetorical devices, unsupported by anything approaching facts. -
I love it when people deliberately take something out of context in order to make snide remarks. It makes my morning. Mmm, blowhards and coffee perfect start to the day.
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Quote:Never even suggested they should. You are arguing with a straw man, so please spare the personal barbs. Just brought up the example to show that it is entirely possible for a live, database-backed application to not need rebooting every few days. And from personal experience, I know you don't have to be a bank to do it.If 'doing it right' in your world only counts if the data is treated like banking information, then there are a whole lot of key databases on this planet that 'do it wrong'.
There is no fiscal possibility or reason that player data for an MMO should be stored with the same level of CIA as banking data.
Quote:And yes, of course, all of this goes back to the almighty dollar, how could it not?
[...]
To conclude, not all customers will EVER be treated equally by ANY company on this planet. It's called Life.
I would not want to live in your world, MajorPrankster, where everything appears to be decided by dollars alone. -
Quote:Well, my post was obviously a sarcastic reply to an unreasonable one liner, so I didn't go in to details. I know my background is not unique, but I do have experience in the games industry (network programming, but not MMOs), distributed scientific computing, and in industrial long-running time-critical (and large!) database-backed applications.The whole network-service side i felt was not appropriate, because you didnt actually specify what it covered. Infact, i feel that your experience itself is not *directly* applicable to the game server industry
Quote:Databases can indeed be backed up live, either incremental or "whole hog". The weekly downtime i would assume to be the "whole hog" backup, because that way with no-one actually playing the game, you can more easily drop any open connections that there would be the database, ensure that there are no writes happening to it, and then back up the whole hog.
Quote:You missed out the part where i said that my banks website *does* have weekly downtimes (typically early hours sunday morning but that is neither here nor there, it is at a time where there are fewest people using the service)
Quote:Of course, if money is no object, then in the computing world pretty much anything is possible (within the existing technological boundries), but as you yourself admitted as well, they have probably taken the *best* option for themselves, which makes the whole argument moot. -
Quote:In your haste, I think you missed the bit about network-service software, too.I am inclined to troll this one, but I will be honest in that i personally think that if your "years of experience" writing for one style of coding (long uptime scientific computing) is woefully inadequate to writing server code that does what CoX servers do.
I'm not talking about bugs that become apparent, and need to be addressed post haste that's why there is also unscheduled downtime, annoying as it is. The question is: what is going on such that every week, the whole thing needs to be effectively turned off and on again?
Databases can and are backed up live. (I know my bank, for example, doesn't have weekly scheduled downtime. Does yours?)
Quote:Of course, you with your "long uptime" experience would have known all this and it wouldnt have needed explaining in the 1st place.
It comes down to an economic decision: doing it 'right' obviously requires more manpower and possibly hardware than doing it the way they are now. They believe, and quite possibly correctly, that the lost revenue from those who give up playing from a disadvantaged timezone is more than offset by the savings they gain from just kicking the servers every week instead. -