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[Suggestion] A few requests, Can we has... |
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Jun 11 2015, 18:47
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Tenboro

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QUOTE(holy_demon @ Jun 11 2015, 17:17)  You have only "exclusively" proved Random Encounter's increase in drop. You have yet to provide any drop data for *every other* kind of drops, such as arena, grindfest, and IW, which make up 99% of gameplay. Anecdotal accounts (that you mistakenly called "whining") keep popping up because you haven't been able to sastifactorily disprove their claims, that drop quality is nerfed in general and iit's actually harder to find upgrades. You have only disproved only 1% (Random Encounter). What about the rest 99%?
Learn to read. I said provABLY. No, I'm not going to take several hours to collate and present every single combination of game type and difficulty. The ones I checked were all equal or better. Compare; pre- and post-patch PFUDOR. CODE Arena, pre-patch: +-------------+----------+-------+ | q | count(*) | pct | +-------------+----------+-------+ | Peerless | 9 | 0.00 | | Legendary | 3616 | 0.28 | | Magnificent | 25932 | 2.03 | | Exquisite | 248902 | 19.51 | | Superior | 795771 | 62.36 | | Average | 197476 | 15.48 | | Fair | 4245 | 0.33 | | Crude | 128 | 0.01 | +-------------+----------+-------+
Arena, post-patch: +-------------+----------+-------+ | q | count(*) | pct | +-------------+----------+-------+ | Peerless | 3 | 0.00 | | Legendary | 453 | 0.37 | | Magnificent | 3029 | 2.47 | | Exquisite | 30373 | 24.72 | | Superior | 89016 | 72.45 | +-------------+----------+-------+
Grindfest, pre-patch: +-------------+----------+-------+ | q | count(*) | pct | +-------------+----------+-------+ | Peerless | 6 | 0.00 | | Legendary | 794 | 0.16 | | Magnificent | 8381 | 1.73 | | Exquisite | 98222 | 20.25 | | Superior | 312393 | 64.39 | | Average | 64594 | 13.31 | | Fair | 738 | 0.15 | | Crude | 5 | 0.00 | +-------------+----------+-------+
Grindfest, post-patch: +-------------+----------+-------+ | q | count(*) | pct | +-------------+----------+-------+ | Legendary | 75 | 0.17 | | Magnificent | 986 | 2.18 | | Exquisite | 11038 | 24.45 | | Superior | 33054 | 73.21 | +-------------+----------+-------+
Design-wise, that's just as intended. The additional droppage was added to the non-grindy bits, and the grindy bits are as good or better. And the drop rates only tell half the picture, as additionally, high-quality equipment are much more likely to be rare tier, and they are much more likely to not be lacking something essential. QUOTE(holy_demon @ Jun 11 2015, 17:17)  Your claim here has also turned out to be wrong too I've already proven that averages are still dropping in pfudor arena
Learn to read. Those are clear bonuses, not normal PFUDOR drops. QUOTE(holy_demon @ Jun 11 2015, 17:17)  And there's anecdotes that Averages are dropping in PFUDOR Random Encounter, Item World and Grindfest
If you want to keep arguing based on anecdotes instead of reality, then get the fuck out of here.
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Jun 11 2015, 21:45
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12

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Tenboro always reminds me why i should never ever make my garage project of a browser based RPG minigame available to the wide public: whining
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Jun 12 2015, 00:04
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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They're not whines; they're out-of-tune songs of praise!
Can we has hot keys for the monster lab? Left and right to switch monsters, and FD for feed max and happy drugs.
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Jun 12 2015, 00:23
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Superlatanium
Group: Gold Star Club
Posts: 7,593
Joined: 27-November 13

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QUOTE(qw3rty67 @ Jun 11 2015, 22:04)  Can we has hot keys for the monster lab? Left and right to switch monsters, and FD for feed max and happy drugs. Monster lab babysitter can feed (and morale) like that. I'm sure it would be super easy to bind left and right to the Prev/Next buttons as well. (though since all monsters can be fed/checked automatically at once, I'm not sure who would use it)
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Jun 12 2015, 04:06
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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QUOTE(Tenboro @ Jun 12 2015, 02:47)  Learn to read. I said provABLY. No, I'm not going to take several hours to collate and present every single combination of game type and difficulty. The ones I checked were all equal or better. Compare; pre- and post-patch PFUDOR. CODE Arena, pre-patch: +-------------+----------+-------+ | q | count(*) | pct | +-------------+----------+-------+ | Peerless | 9 | 0.00 | | Legendary | 3616 | 0.28 | | Magnificent | 25932 | 2.03 | | Exquisite | 248902 | 19.51 | | Superior | 795771 | 62.36 | | Average | 197476 | 15.48 | | Fair | 4245 | 0.33 | | Crude | 128 | 0.01 | +-------------+----------+-------+
Arena, post-patch: +-------------+----------+-------+ | q | count(*) | pct | +-------------+----------+-------+ | Peerless | 3 | 0.00 | | Legendary | 453 | 0.37 | | Magnificent | 3029 | 2.47 | | Exquisite | 30373 | 24.72 | | Superior | 89016 | 72.45 | +-------------+----------+-------+
Grindfest, pre-patch: +-------------+----------+-------+ | q | count(*) | pct | +-------------+----------+-------+ | Peerless | 6 | 0.00 | | Legendary | 794 | 0.16 | | Magnificent | 8381 | 1.73 | | Exquisite | 98222 | 20.25 | | Superior | 312393 | 64.39 | | Average | 64594 | 13.31 | | Fair | 738 | 0.15 | | Crude | 5 | 0.00 | +-------------+----------+-------+
Grindfest, post-patch: +-------------+----------+-------+ | q | count(*) | pct | +-------------+----------+-------+ | Legendary | 75 | 0.17 | | Magnificent | 986 | 2.18 | | Exquisite | 11038 | 24.45 | | Superior | 33054 | 73.21 | +-------------+----------+-------+
Design-wise, that's just as intended. The additional droppage was added to the non-grindy bits, and the grindy bits are as good or better. And the drop rates only tell half the picture, as additionally, high-quality equipment are much more likely to be rare tier, and they are much more likely to not be lacking something essential. Thanks for responding and providing numbers. I suppose I could figure out how to survive through this patch QUOTE Learn to read. Those are clear bonuses, not normal PFUDOR drops.
So I take it clear bonuses are not considered drops, and thus are not affected by any drop trainings and difficulty? This post has been edited by holy_demon: Jun 12 2015, 16:14
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Jun 12 2015, 04:22
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(blue penguin @ Jun 11 2015, 14:45)  Tenboro always reminds me why i should never ever make my garage project of a browser based RPG minigame available to the wide public: whining
If you do anything at all, other people will dump on you. It's an important life lesson.
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Jun 12 2015, 04:26
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teddy.bear
Group: Members
Posts: 825
Joined: 20-December 09

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QUOTE(holy_demon @ Jun 12 2015, 04:06)  I'm sorry that I can't read your mind or your database, but when don't provide proof in your "provably" post, naturally I'd ask for one. Still though, thanks for responding and providing numbers. I suppose I could figure out how to survive through this patch So I take it clear bonuses are not considered drops, and thus are not affected by any drop trainings and difficulty?
That's an interesting question I would like to know the answer to. Also the shorter arenas seem to have a fixed quality (or maximum quality), so it would be interesting to see if they do have a fixed maximum quality, which ones that have the fixed quality are and which ones don't and which have a bonus roll applied to them and which ones benefit from selected difficulty.
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Jun 12 2015, 05:34
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J99814
Group: Members
Posts: 406
Joined: 25-January 13

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QUOTE(kryori @ Jun 11 2015, 09:26)  I cannot play on PFUDOR. PFUDOR arenas take hours of real-world time. All it takes is one round where multiple Celestial/Demon special attacks hit at once and I've lost. Losing instantly after a large time investment is intensely disheartening. This is the consistent result of my frustrated attempts to play Power Flux, Killzone, or Endgame on IWBTH/PFUDOR.
Between this and the damage that equipment suffers upon death, I feel as though this patch has components that passively discourage pushing into higher difficulties. I think the easiest way to fix this is to pick up better equipment, but the patch cut the teeth out of the equipment market (by reducing the amount that gear trickles down). I think, to make players more self-sufficient, it would be helpful to give players a bonus to drop quality based on their number of recent deaths, divided by their level. The choice of deaths divided by level is meant to encourages players to die in order to improve their future drops and cause existing equipment to decay, thus making replacement more attractive. It is also meant to reflect realities - namely that the play styles and securities in playing change dramatically as level increases, with each ability improving in all ways (except regen, which gets more expensive to cast as you put more points into it), making the players into juggernauts of unfathomable power. Decay should likely happen at either the same rate at which stamina recovers, or the same rate at which the drop malus from playing rounds at too low of a difficulty decays. Both of these rates are well-controlled and easily accessible for Tenboro, and could be implemented with a simple copy-paste.
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Jun 12 2015, 06:24
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Superlatanium
Group: Gold Star Club
Posts: 7,593
Joined: 27-November 13

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QUOTE(J99814 @ Jun 12 2015, 03:34)  Between this and the damage that equipment suffers upon death, I feel as though this patch has components that passively discourage pushing into higher difficulties. I think the easiest way to fix this is to pick up better equipment, but the patch cut the teeth out of the equipment market (by reducing the amount that gear trickles down). I think, to make players more self-sufficient, it would be helpful to give players a bonus to drop quality based on their number of recent deaths, divided by their level.
The choice of deaths divided by level is meant to encourages players to die in order to improve their future drops and cause existing equipment to decay, thus making replacement more attractive. It is also meant to reflect realities - namely that the play styles and securities in playing change dramatically as level increases, with each ability improving in all ways (except regen, which gets more expensive to cast as you put more points into it), making the players into juggernauts of unfathomable power.
Decay should likely happen at either the same rate at which stamina recovers, or the same rate at which the drop malus from playing rounds at too low of a difficulty decays. Both of these rates are well-controlled and easily accessible for Tenboro, and could be implemented with a simple copy-paste. Given infinite item usage, and 0 action time required to use them, I don't think most med-high level players should ever die now, unless they do something dumb like forget to cast Spark or don't use spirit potion quickly enough (or are playing on a difficulty level way higher than their equipment is suited for). ...This patch was a nerf to monster lab, wasn't it... now that people will be much more careful about not dying...
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Jun 12 2015, 06:43
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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QUOTE(Superlatanium @ Jun 12 2015, 14:24) 
...This patch was a nerf to monster lab, wasn't it... now that people will be much more careful about not dying...
not really, now that people are paranoid about dying, they will prematurely flee instead of trying to finish the run. Monster will probably receive less kill, but more win, so they should bring more gifts overall.
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Jun 12 2015, 09:44
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m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

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QUOTE(Tenboro @ Jun 11 2015, 18:47)  Learn to read. I said provABLY. No, I'm not going to take several hours to collate and present every single combination of game type and difficulty. The ones I checked were all equal or better. Compare; pre- and post-patch PFUDOR.
| Legendary | 453 | 0.37 | | Legendary | 75 | 0.17 |
Well that makes more sense, explains why I wasn't seeing the 1.2% legendary rate.
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Jun 12 2015, 11:31
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teddy.bear
Group: Members
Posts: 825
Joined: 20-December 09

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Can a new feature be added to IW so that it also repairs equipment, with the amount repaired being a function of the difficulty and the number of rounds.
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Jun 12 2015, 14:03
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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QUOTE(holy_demon @ Jun 12 2015, 02:06)  I'm sorry that I can't read your mind or your database, but when don't provide proof in your "provably" post, naturally I'd ask for one. Still though, thanks for responding and providing numbers.....
Let me translate what Tenboro means " You have to collect data to prove drop is poor, I don't have anytime for it " . Well, Data is nothing, I can collect them in this patch, but I have no idea how to find pre-patch data.
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Jun 12 2015, 14:54
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J99814
Group: Members
Posts: 406
Joined: 25-January 13

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QUOTE(Superlatanium @ Jun 11 2015, 21:24)  Given infinite item usage, and 0 action time required to use them, I don't think most med-high level players should ever die now, unless they do something dumb like forget to cast Spark or don't use spirit potion quickly enough (or are playing on a difficulty level way higher than their equipment is suited for).
I think I should admit, the main impetus for my request was so that any time someone complains about not getting good enough items, the best thing Tenboro could tell them would be to fuck off and die.
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Jun 12 2015, 15:30
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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QUOTE(gc00018 @ Jun 12 2015, 22:03)  Let me translate what Tenboro means " You have to collect data to prove drop is poor, I don't have anytime for it " .
Well, Data is nothing, I can collect them in this patch, but I have no idea how to find pre-patch data.
Don't let my pessimism deter your effort. But I'd advise you to confirm the definition of the term "drop" This post has been edited by holy_demon: Jun 12 2015, 16:16
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Jun 12 2015, 15:36
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m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

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QUOTE(holy_demon @ Jun 12 2015, 15:30)  The data will be dismissed as unlucky, fake, not big enough sample size, or clear bonus not being counted as drop. Also, remember the case with the 3 emax-mmax ADB leg rapier slaughter?
But well I'm not gonna stop you from your effort.
If you want to argue sample size, the minimum standard number to argue data for rare events is 5. That is, you should get enough data that you expect to get 5 successes. This post has been edited by m118w11: Jun 12 2015, 15:37
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Jun 12 2015, 15:43
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cmos
Group: Gold Star Club
Posts: 1,214
Joined: 17-March 10

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QUOTE(holy_demon @ Jun 12 2015, 05:06)  So I take it clear bonuses are not considered drops, and thus are not affected by any drop trainings and difficulty?
Patch notes say arena clears are "now based on a trophy-equivalent tier", so bonuses from low-level arenas are probably equivalent to shrining a boss trophy and aren't affected by anything, so that's why there are tons of averages even on pfudor. Well, they also say that bonuses should be much better, which doesn't seem to be the case, but Tenboro already said that it will be fixed and just takes some effort.
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Jun 12 2015, 15:52
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Necromusume
Group: Catgirl Camarilla
Posts: 6,771
Joined: 17-May 12

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QUOTE(qw3rty67 @ Jun 11 2015, 22:04)  They're not whines; they're out-of-tune songs of praise! All hail Tenboro-sama, who makes the flowers grow Who tends for us the magic smoke that makes the servers go His patches shower us with loot, and increase customer demand A pegasus for all seasons; our Lord and guiding hand This post has been edited by mechafujoshi: Jun 12 2015, 19:31
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Jun 12 2015, 15:52
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m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

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QUOTE(holy_demon @ Jun 12 2015, 15:48)  Assuming these are the only .82 leg slaughters, if it is expected that 100% of power slaughters should be above Mmax, then yes. You can be >95% sure that this is not the case and should get 10bro to look into it.
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