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Old 05-21-2008, 08:20   #266
falkao
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Quote:
Originally Posted by Noodles View Post
Getting caught up on this thread, apologies if the following comment has already been made.

I can't tell from your comments in the above post if you are advocating for a random global hit pattern, or one that has memory. But I might take issue with the comment of only 30-60 1000hp mobs killed in an hour. But both mod merc + A106 and foeripper+amp do more than 80 damage/sec (on average, not max). For a 1000hp mob, that's 15 seconds at most. So two mobs per minute should be easily done if the mob density is good. And therefore the 0.003 probability of 6 globals in one hour should be considerably higher.

I'll continue reading.
If triggering of a global is completely random according to its relative freq. (let's assume 2.5%), then we would expect one in mean in every 40 to 50 kills. Sure there might be by pure chance observations of some globals close to each other. However, getting 6 of them in a row (1 hour) would contradict pure randomness over time. With that I don't refer to the overall number of globals one gets, but how much one gets per time unit. The overall number is still the assumed rel. freq but instead of observing them sparse over 40-50 kills, we see rather long periods of no globals (say >100 kills) and then suddenly more than one of them in a short period.

So all is still random but biased in some way. To accomplish this, some kind of memory is needed, otherwise it wouldn't be possible to implement such a thing.

My own interpretation is, that there is some kind of memory of hp dmg done, like memory for skill gains. After you have reached a lvl you have access to globals. When overall global rate is 2.5% and if I do delay them by say factor 10, then I might trigger them with a rel. freq of 25% when the accumulated hp lvl is reached.
A rel. freq. of 25% would correspond to a global in every 4th kill. So I need a further memory that tells me how much globals have been triggered in their period, or how much dmg done was consumed.

The only explanation I have atm to justify such a system is, that it syncs payout to sustained costs. With a purely random system, I could have by chance the possibility to get a high payout in the first kill or kills. With many players, such a system will imbalance the return per ava. Money paid out for one ava is lost for the others. Having a memory for hp dmg done would prevent this. The system is still random but biased or corrected to accomplish consumed Peds.

Last edited by falkao; 05-21-2008 at 08:22. Reason: typos
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