Notes on new team difficulty settings
So we now know that we're not all imagining bugged recipie drop rates.
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My guess would have to be the only inconsistancy i saw on either of my accounts, the block e-mails option.
On my main account i turned this option on on every character a.s.a.p. (rmt spam sucks) However i had not logged in on my fire/kin on the 2nd account after seeing the drop rates, becuase i figured what was the point in trying on that one while it was obviously bugged. I logged in this morning on that particular toon, just for the purpose of obtaining a healing badge, set my diff to +2/8 on some demon farm runs & netted 12-14 per run consistantly. This was the first since the new issue i had seen more than 4 recipies on a run. |
Can't say as I blame you....hey! I bolded that above! Who among us changed costumes and/or color effects!? Actually, I didn't with the toon on my second account...but did I TRY to? Archery/Trick Arrow -- I don't think you CAN change anything -- but I seem to recall trying. But was that trying to during open beta or on live? *mutter*
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04
i just wanted to let you know you can probably stop recording data, a fix for this should be making its way to the training room fairly soon. Your drop analysis there, when this patch hits the training room, would be very useful. Thanks for everyone's diligence, and believe it or not the bug had nothing to do with team size, what map you were on, whether you were in taskforce mode or not or anything else mentioned in this thread.
Regards, synapse |
hurray!
I just wanted to let you know you can probably stop recording data, a fix for this should be making its way to the training room fairly soon. Your drop analysis there, when this patch hits the training room, would be very useful. Thanks for everyone's diligence, and believe it or not the bug had nothing to do with team size, what map you were on, whether you were in taskforce mode or not or anything else mentioned in this thread.
Regards, Synapse |
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net
Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
A full team of 8 would probably not have noticed anything out of the ordinary, which is why many people were reporting that they were earning full rewards on Task Forces.
Anyway, like I said... that's my hunch.
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
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Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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My guess is that it was related to the change in the way difficulty settings worked. Since you could set it as if you were a team of 8 even solo, I'm betting something got FUBARed in the drop code that made it always think you were on a team of 8 regardless of your actual settings, thus giving you 1/8 the drops as the other 7/8 were tossed out by nonexistant teammates. A team of 2 would have had 6/8 of the drops not show up, a team of 3 would have 5/8 disappear, and so on.
A full team of 8 would probably not have noticed anything out of the ordinary, which is why many people were reporting that they were earning full rewards on Task Forces. Anyway, like I said... that's my hunch. |
Synapse
PS: I love the tags on this thread. They've made me laugh, boggle and shake my head. "devs dont care" Not true! "devs dont care" okay, that's better.
You're letting him out of his box to come to the market? aren't you afraid he'll run away with all the shiny stuff laying around?
speaking of Pohsyb, she needs to come see my base.
Ignoring anyone is a mistake. You might miss something viral to your cause.
My guess is that it was related to the change in the way difficulty settings worked. Since you could set it as if you were a team of 8 even solo, I'm betting something got FUBARed in the drop code that made it always think you were on a team of 8 regardless of your actual settings, thus giving you 1/8 the drops as the other 7/8 were tossed out by nonexistant teammates. A team of 2 would have had 6/8 of the drops not show up, a team of 3 would have 5/8 disappear, and so on.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Is it the same bug that made the Spirits from last Halloween spawn at a reduced rate?
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I was seeing 1/8 the expected drop rate.
My guess is PvP recipes. I know the Devs claimed that PvP changes would never affect PvE (how many times have we heard that?), but I bet some of their recent tinkering with PvP recipe drops didn't play nicely with the new difficulty system.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
Ive always heard folks refer to pohopbysoblabla as a she. never really gave it a second thought. I do want to give him a tour.
Ignoring anyone is a mistake. You might miss something viral to your cause.
I assume the fix isn't on the test server yet.
---------------------------------- Archie Gremlin's Drop Stats v0.3.1 http://www.glasspaw.com/dropstats/ ---------------------------------- Type DropRate Drops Expected Mobs -------------------------------------------------------- Pool A 0.34% 1 3-14 298 minion equivalents Salvage 11.27% 29 13-30 257 minion equivalents -------------------------------------------------------- (Table excludes mobs of unknown rank and their drops.) (1 in 20 runs will be outside the expected range.) 239 rewarding mobs defeated 17 bosses and elite bosses 64 lieutenants 119 minions 39 underlings (XP only) 239 inf/debt rewards 1370635 inf 1 Pool A recipes (Mob Defeats) 0 uncommon and rare recipes 1 common recipes 29 salvage 2 rare 6 uncommon 21 common 0 single origin enhancements 77 inspirations (4 tier 3, 20 tier 2, 53 tier 1, 0 special) 0 other drops
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
I perceive a fix coming to test soon. Hopefully that isn't in my mind too!
I assume the fix isn't on the test server yet.
Code:
---------------------------------- Archie Gremlin's Drop Stats v0.3.1 http://www.glasspaw.com/dropstats/ ---------------------------------- Type DropRate Drops Expected Mobs -------------------------------------------------------- Pool A 0.34% 1 3-14 298 minion equivalents Salvage 11.27% 29 13-30 257 minion equivalents -------------------------------------------------------- (Table excludes mobs of unknown rank and their drops.) (1 in 20 runs will be outside the expected range.) 239 rewarding mobs defeated 17 bosses and elite bosses 64 lieutenants 119 minions 39 underlings (XP only) 239 inf/debt rewards 1370635 inf 1 Pool A recipes (Mob Defeats) 0 uncommon and rare recipes 1 common recipes 29 salvage 2 rare 6 uncommon 21 common 0 single origin enhancements 77 inspirations (4 tier 3, 20 tier 2, 53 tier 1, 0 special) 0 other drops |
Synapse
As I have recently learned: "HE" needs to come see my base, as sort of... a push for better base editing tools, if you had the time I would give you a tour as well. here... this might help
http://boards.cityofheroes.com/showt...66#post2212466
please read.
Thank you.
Ignoring anyone is a mistake. You might miss something viral to your cause.
this part:
(Table excludes mobs of unknown rank and their drops.) means that the table is not quite accurate? |
The next version of DropStats should identify more of the unknowns. ('cos it identifies Gunslingers etc when you're in SuperGroup mode.) If you run it again you'll probably see a slightly different drop rate. This doesn't mean that old rate was inaccurate. It's just the effect of the RNG. There's not much chance that the extra mobs dropped exactly the right number of recipes to keep the drop rate identical.
(*at least as accurate as I can make it!)
Sorry if this has been answered before, but before I started running DropStats I wanted one clarification...
So let's say I take my psuedo-farmer out for a spin--do I need to change her difficulty to include bosses to get an accurate reading? Or will DropStats count the lts as lts, not bosses? |
It won't be out by very far unless you kill a very high proportion of bosses. For example, if you average 1 boss, 2 Lts and 5 minions in each spawn then the given drop rate will be about 10% too low.
Personally, I'd fight what I like and then complain to the author of DropStats that it doesn't work properly.
I just wanted to let you know you can probably stop recording data, a fix for this should be making its way to the training room fairly soon. Your drop analysis there, when this patch hits the training room, would be very useful. Thanks for everyone's diligence, and believe it or not the bug had nothing to do with team size, what map you were on, whether you were in taskforce mode or not or anything else mentioned in this thread.
Regards, Synapse |
Thanks also to all those who have reported their runs. Especially those who did a lot of runs.
My guess is that the random number generator was getting it's seed from the numerical value of the character's name, or creation date and time, or something else unique to that character. For some characters this resulted in an extremely low drop rate. Since the same seed number was used each time the characters who got low drop rates would get them every time they relogged while those who got high or normal drop rates would get those.
Of course I realise the odds of this being the case are probably pretty close to zero but as long as folks are making random guesses I might as well too. Who knows, maybe I've got a good seed number.
Don't count your weasels before they pop dink!