I don’t understand your objections to ANet being mysterious about how DR works. If they explain it, that benefits botters (since they can easily program around it) and hurts ordinary players (since they have to work harder to do so).
Also, don’t assume that because you don’t see botters that they aren’t there. Botters might be more visible in FF14 because the mods aren’t as quick to remove them or less visible in GW2 because they know where to go to keep from getting reported.
Finally, if ANet wanted to promote more gem-to-gold transactions, there are dozens of more efficient ways to do so, a lot of which would not annoy players as much as DR does.
This is about DR. Is it based on when you kill something or when you pick up the loot? I vaguely remember people stating during the Blixx farm to pick up loot in 4 min intervals to slow down DR. Assume you’re allowed to answer this of course.
I cannot speak on the specifics, but I will say that it’s not really a thing anymore. In the last hour 26 people hit DR. Virtually nobody ever hits DR.
https://forum-en.gw2archive.eu/forum/game/gw2/please-delete-14/page/16#post4567605
I wonder what the chances are to get an update on this.
In other news, four of the five races in Tyria do not actually exist, there are no dragons and you can’t shoot pink lasers from a greatsword.
Stuff….
You’re really bored aren’t you. Run out of socially divisive topics did we?
RNG is fine where it is. At best it needs to be taken down several notches to give players more feeling of progression. Doesn’t mean it shouldn’t take an average amount of time to get a given item, just means that there shouldn’t be a chance it would take an obscene amount of time to get an item.
I really don’t mind RNG if there’s at least a half-decent chance of receiving something good. The reason so many players thought RNG was bad was simply because it was implemented at every possible opportunity at the beginning of GW2 AND because the chance of getting good items was horribad (and still is sometimes).
What I absolutely hate is when time-gated stuff and RNG are implemented to prevent players from progressing. When players like me, that may only have the chance to play once a week for a long period of time, that stuff sucks. I could easily make a ton of progress in that one day during the week, but because of time-gates and RNG I wouldn’t be able to.
RNG is still quite formidable where it matters. All of the good skins, and ascended weapons and armour require either a fair bit of coin, luck or grinding. In some instances, all three.
I also disagree about scarcity and long term goals being good during content droughts. That’d be more likely to increase the frustration people are already experiencing. I’d rather be able to get a bunch of stuff done while waiting for new content, than be stuck on that one thing for ages.
then don’t do the mission.
That is not acceptable, everyone deserves to play the content they like.
My ex was so tinny she didn’t get to ride most roller coasters which had a height limit, same situation really.
‘s why I asked earlier what Anet would need to do to eliminate this, if its just a toggle for turning off bright spell effects then sure, can’t expect them to design cutscenes without the camera moving though, for example.
then don’t do the mission.
That is not acceptable, everyone deserves to play the content they like.
No, no they do not. That is a really old, baseless argument that holds no water. You don’t get to do things just because you like them. Especially if you knowingly engage in things that are dangerous for you.
then don’t do the mission.
That is not acceptable, everyone deserves to play the content they like.
It wasn’t a very diplomatic response, but even though in an ideal world everyone deserves to do fun things that they’d like to do, not everyone can. If something causes a person to have seizures I don’t know what else can be done about that. I remember reading a story about a certain song that caused seizures in this person. It was the theme song to a television show. Is that song supposed to be changed because one person has seizures? Wouldn’t it be easier for that person to not watch that show?
See that’s what I thought some one would say people like you only think of them self never of others your response is very rude.
We are not Doctors, and if we where, we could not and would not give out medical advice with no medical history. Sort if it irritates you, but you’ve posted this on a forum, as people have suggested, get friends to carry you, as it would seem you will be unable to finish the game on your own with your condition.
|Seasonic S12G 650W|Win10 Pro X64| Corsair Spec 03 Case|
See that’s what I thought some one would say people like you only think of them self never of others your response is very rude.
What do you realistically expect someone, or even Anet to do about this? Like is there some easy to do graphic setting or toggle they could include, like some kind of alternate color blind mode, that would offset this?
If Anet designed something that is giving seizures, then Anet made a mistake and should fix it. You would be surprised at how many people are affected by this, and not being aware of this is just poor game design.
That’s easy to say, but hard to do. The triggers are different from person to person. One person it might be a certain sound at a certain pitch. Another, it might be a flicker of lights at a certain rate, but for a different person it’s a flicker of lights at a different rate and neither is bothered by what triggers problems for the others. A third might have problems by the way the camera moves during watching a vista and won’t find this out till he sees his first vista. There’s no way that any game can be designed to eliminate all triggers for all people.
I’m sure somewhere there actually are epilepsy warnings when signing up to the game, as well as the ‘Take a 15 minute break for every hour of gameplay’.
It’s not called out specifically as they just generically bring up the subject.
You warrant and represent that You have no economic, physical, emotional, psychological, or privacy related considerations that would be adversely impacted by Your use of the Game.
I mean, is there something more you wanted out of that?
I’m sure somewhere there actually are epilepsy warnings when signing up to the game, as well as the ‘Take a 15 minute break for every hour of gameplay’.
As a gamer if I suddenly developed this sort of condition if I’m being honest, I’d probably risk it myself. But I say that as someone who isn’t married with kids.
I can sympathize with you and OP, but you have to know if something happens that’s not on Anet or anyone else.
Even if Anet fixed up the area in question, took every lighting precaution into detail as a whole, the nature of your condition is relatively unpredictable and a natural change in lighting could end up triggering an episode.
That’s a risk you choose to take. I’m sorry that it’s something you have to contend with. I wouldn’t wish that on anyone.
Video games are generally something you shouldn’t be doing at all if you have any form of epilepsy, as far as I’m aware. Hell, simply staring at a screen is discouraged and I doubt you didn’t know that. When you willingly do something that can trigger your condition, then that’s on you unfortunately
Well if that mission bothers you the next one really will bother you! Not even joking.
That’s unfortunately very likely.
@OP Just as TexZero already suggested, i advise you to do those missions with friends that will carry you through it.
Remember, remember, 15th of November
See that’s what I thought some one would say people like you only think of them self never of others your response is very rude.
What do you realistically expect someone, or even Anet to do about this? Like is there some easy to do graphic setting or toggle they could include, like some kind of alternate color blind mode, that would offset this?
i don’t think adding “districts” would be that difficult.
you would simply need a function to read and display the maps that are already open (perhaps even exclude those that are being closed due to low population) and a function similar to “join person X” (which i assume is a “read persons X map, store in Y” + “join Y” kinda of function) to switch between the instances. writing such a thing shouldn’t take long and although integrating that into the existing system might take longer i would expect a team of 2 programmers not to need longer than a month.
but then again i have no experience in programming computer games since my field of work has more to do with numerical programming and scientific simulations so correct me if i’m wrong.
and although i don’t have any concrete knowledge about the server systems anet is running i can’t think of a server architecture that would prevent such functions from the top of my head. a list of the available maps must be centrally stored somewhere regardless of server architecture and if there isn’t a mechanism in place that would block a read operation on purpose i see no reason why that should be difficult at all.
i agree with anet regarding armor and weapons tho. those tasks would take a lot of time, especially the weapon overhaul and would be imo not worth the huge amount of work they require.
Monk/Primeval/Krytan etc armor say hi from the Gemstore.
tl;dr Magic Find matters over the lifetime of your gaming; it means your loot will be modestly better on average. Over any shorter period, there aren’t any guarantees. Anyone can be unlucky and anyone can get lucky.
I’m well aware that it means over a longer period of time it should mean it’s better, what I’m saying is that it doesn’t.
What’s your evidence that it doesn’t?
That the due to the way it works, the amount of outliers in the current system current outweighs the intended statistical average even over a “lifetimes” play.
Again, what’s your evidence? Do you have data for anyone’s “lifetime of play”? Do you have data for even a month of your gaming, never mind anyone else’s? What is the statistical average to which you want to compare your results?
I collect tons of data about my gaming and even I don’t have a month’s worth of data about foe drops; it’s just way too tedious to collect.
Imagine yourself in that 4-5% that is constantly unlucky….
No, I can’t imagine that because I have no way of knowing if I’m that group or not — nor does anyone else. People are extraordinarily bad at measuring lucky streaks
For example: not that long ago, I forged a set of 120 masterwork weapons and got a single promotion and I was convinced ‘something’ had been nerfed, since the expected average should have been 6 — felt bad, man.
5 minutes later, I picked up another 32 and forged those. I should have gotten 1 or 2 rares; instead, I got 8. And my human reaction wasn’t: “oh wow, that was extraordinary” — instead, it was “right, I was due that, because of the bad rolls 5 minutes ago.” The former is true (that was a good streak); the latter is not (RNG doesn’t care about the luck you had for breakfast).
Now you can see why they say magicfind means jack all.
No, that doesn’t show me why some people say MF means jack all — it’s an example of how people misunderstand RNG and MF. People that collect data have show it means something; people who don’t collect data feel that it doesn’t. But feelings are not evidence; they are just a good motivator for doing more research.
Imagine yourself in the 30% that is somewhere just outside of that but not at the “average” its still feels real bad.
Here’s the thing: most people with just average luck feel as if they have bad luck. They remember bad streaks; they discount average streaks entirely and barely remember good streaks.
It’s not meaningful, statistically, to say that it “feels bad” — that’s a useful thing for Mike O’Brian to consider when deciding whether make a skin RNG-based. However, it does not help to determine if MF matters in the long run to most people or not.
If your near average or above it it feels fine
Actually, no. People near average also feel like they have bad luck a lot of the time, too. Even people with good luck sometimes are convinced it’s not that good, because, as I’ve said, they remember the bad streaks more strongly than the good ones.
We’re just really bad at evaluating how lucky (or unlucky) we are.
….however that doesn’t mean the system at play is working as it should be.
How people feel doesn’t have anything to do with whether the system is working as intended.
All of the above is a distraction: MF works. All controlled tests show that more MF delivers, on average, modestly better loot than if you don’t have it. (Since it only applies to foe drops, it only affects a tiny fraction of containers — mostly those that are intended to replace foe drops for PvP reward tracks.)
It’s an entirely separate question as to whether RNG is a good method for distributing loot. The consensus is usually: no, not really; it’s just less bad than any other single system. Somewhat less bad than RNG is a mix of RNG + coin + scavenger hunt + tokens, with no one agreeing about what makes for the best mix.
tl;dr Magic Find matters over the lifetime of your gaming; it means your loot will be modestly better on average. Over any shorter period, there aren’t any guarantees. Anyone can be unlucky and anyone can get lucky.
I’m well aware that it means over a longer period of time it should mean it’s better, what I’m saying is that it doesn’t. That the due to the way it works, the amount of outliers in the current system current outweighs the intended statistical average even over a “lifetimes” play.
Imagine yourself in that 4-5% that is constantly unlucky….Now you can see why they say magicfind means jack all. Imagine yourself in the 30% that is somewhere just outside of that but not at the “average” its still feels real bad. If your near average or above it it feels fine….however that doesn’t mean the system at play is working as it should be.
Your basing your theory that outliers are not outliers based on what facts? – anecdotal story telling in gaming forums? ‘feeling’ has nothing to do with probability, its the overall data distribution that matters. Even if Outliers were getting skewed by some flaw, that doesn’t detract from the benefit of MF, even the unlucky Outlier gets benefit from MF.
“Trying to please everyone would not only be challenging
but would also result in a product that might not satisfy anyone”- Roman Pichler, Strategize
tl;dr Magic Find matters over the lifetime of your gaming; it means your loot will be modestly better on average. Over any shorter period, there aren’t any guarantees. Anyone can be unlucky and anyone can get lucky.
I’m well aware that it means over a longer period of time it should mean it’s better, what I’m saying is that it doesn’t. That the due to the way it works, the amount of outliers in the current system current outweighs the intended statistical average even over a “lifetimes” play.
No, it doesn’t. I mean, it does, but only when you consider rare loot. If you look at the blue-green range however, even the unluckiest account will see change. And most of your drops fall in that range.
Well, they would see, if they were looking – but we tend to concentrate only on the best loot, and ignore the more common drops completely.
So, when you deal with statistical data, do not just ignore over 90% of that data before you start making assumptions based on results.
Remember, remember, 15th of November
Okay, I am getting very tired of this debate that is, what I call and age-old bicker, in-game about whether MF works or doesn’t work.
If your trying to roll a 6, and have 1 die, you may eventually roll a 6.
If I give you two die, your chances of rolling a 6 will increase. You may never roll a six, but your better off than you were.
Magic find.
Not entirely right, or true, tolunart. Ectos are a RARE salvage result of rares and exotics, not the only result. You’re going to still get basic salvage results no matter what.
There are MF-independent ways to influence the rate of ectos (such as which salvage kit you use), I’m talking about long-term results of hundreds of thousands of players salvaging over a period of years. An increase in the number of rares dropping will increase the supply of ectos which will lower the price. I don’t believe that the mithril etc. that also drops from those salvages will make up for the loss of other mats that would be in demand from a resulting increase in ascended crafting.
That’s just my opinion, however, speculating on what JS would say about such a scenario.
…seriously? Lower price of ecto will impact ascended crafting? More than the price of basic materials like t5/6 metal, cloth, leather and wood?
That’s an… interesting claim.
Remember, remember, 15th of November
(edited by Astralporing.1957)
If something have a 0.00000001 chance of droping you wont see much dif with your 0.00000004 or 5
now lets all take a guess as to why all containers aren’t effected by magic find. does anyone have a logical answer?
MF is account bound, so over time the amount of MF being applied to drops naturally increases. On an individual basis, 100% (double the original chance) or 300% (quadruple) doesn’t mean much, but over the entire player base this can cause a significant increase in higher quality drops and a lower frequency of the whites/blues that they replace. More rares/exotics game-wide means more ectos salvaged and less lower-quality gear means less basic mats. It also means more precursors generated and a higher demand for mats to make ascended and legendary items.
So while the effect isn’t immediate, looking forward several years into the life of the game, the price of ectos could crash while the cost of basic mats could rise out of control. So MF doesn’t affect most loot bags/chests to even out the supply of lower quality items vs. better loot dropping from mobs.
(edited by tolunart.2095)
Not useful in the slightest.
RNG is RNG and no amount of MF will change players having no good RNG.
As someone with 310% base MF and around 400 with food/boosters, I can sadly say this above statement is 100% true,
No you can’t. You see, a long time ago, someone proved you and all the other naysayers wrong with something called statistics. Do I have a link? No, but it wouldn’t matter anyways would it?
All someone proved was there RNG was better than someone elses,
I capped that MF out a few months after it was introduced, and if it made as much of a difference as your trying to make out, I would be worth a fortune in game, fact is it doesn’t make a difference, whether im farming SW, CS, FGS, fractals/dungeons, the game rewards drops based 100% on RNG if your account rolls a good RNG roll you win, if it doesn’t you get nothing, having 300%+ MF has NOT IMPROVED my drops at all, I get no more rares, exoctis ( fat chance ) or T6 mats than my friends with 100% MF.
Magic Find works amazingly well in old maps (especially Orr) when doing events with lots of mobs.
In the newer areas, most mobs have had their drop rates scuttled in order to justify all the chest loot, and many event mobs are set to drop no loot at all. This significantly limits the usefulness of Magic Find in HoT content.
Problem is that older maps are having the events that are farmed heavily changed so that mobs don’t drop loot, CS is a great example of this, many events have been changed so that mobs drop no loot (fish farm on beach), or mobs have been removed from the event ( Arah pre south beach, had all the Risen removed completely ) other mobs have been changed to spawn vets which drop no loot, or very little loot,
The new HoT maps really made MF useless, a lot of enemies drop no loot or the chest/bags instead which are not affect by magic ( I am aware that some are affected by MF, but even with 300%+ I haven’t seen any change in drops from them )
I would say going forward you will see more and more loot from chests/bags and MF will be phased out completely.
Having maxed Magic Find at 300% long before the HoT containers affected by Magic Find were introduced, how can you ascertain there is no difference in the drops from said containers? You would have to have experienced the drops from the containers before having little to no Magic Find. Also, you would need a statistically large pool of drops from those containers to average out the results from both before, and after.
Good questions. if it was me that did the test, I could answer them. And yes, it would require a statistically large pool of drops, which is why some random dude saying he didn’t notice more rares from a bunch of random activities doesn’t mean MF doesn’t work. If a rare drop from a mob is in the tenth of a percent range, you would need to kill 10’s of thousands of THOSE mobs to see the difference statistically; the more the better.
If I was to do this test, it wouldn’t have been on opening containers because Anet made it pretty clear from the beginning that container opening isn’t affected by MF; AFAIK, it’s only recently they introduced bags affected by MF.
While I did not collect my own data and quantify the impact of MF myself (I didn’t feel I needed to because I believe Anet has no reason to lie to me like other people do), I can definitely report that from killing 10’s of thousands of trash mobs in Orr on a buffed and non-buffed MF character, a difference in quality of loot that drops is noticeable.
It would be, in fact, easier to test it now because of bags affected by MF … Collect LOTS of those bags, open half on a full MF character, open the other half on a no-MF character. Collect results. The problem … it’s LOTS of work and people would rather spout off about how Anet is lying to them about MF then do that work. /shrug Science and math is a hell of a thing if you understand it.
(edited by Obtena.7952)
Werent the burried chests in sw affected by mf?
It’s not clear whether they are affected by MF or only by the SW-specific participation buffs, but yeah, they should probably be on the list as well.
And as for MF having no visible effect on direct drops, it actually does have one. It’s just an effect most of the people overlook, as it’s at the level most people do not pay attention to. It’s about changing the potential blue drops into green ones.
Remember, remember, 15th of November
Not useful in the slightest.
RNG is RNG and no amount of MF will change players having no good RNG.
As someone with 310% base MF and around 400 with food/boosters, I can sadly say this above statement is 100% true,
No you can’t. You see, a long time ago, someone proved you and all the other naysayers wrong with something called statistics. Do I have a link? No, but it wouldn’t matter anyways would it?
All someone proved was there RNG was better than someone elses,
I capped that MF out a few months after it was introduced, and if it made as much of a difference as your trying to make out, I would be worth a fortune in game, fact is it doesn’t make a difference, whether im farming SW, CS, FGS, fractals/dungeons, the game rewards drops based 100% on RNG if your account rolls a good RNG roll you win, if it doesn’t you get nothing, having 300%+ MF has NOT IMPROVED my drops at all, I get no more rares, exoctis ( fat chance ) or T6 mats than my friends with 100% MF.
Magic Find works amazingly well in old maps (especially Orr) when doing events with lots of mobs.
In the newer areas, most mobs have had their drop rates scuttled in order to justify all the chest loot, and many event mobs are set to drop no loot at all. This significantly limits the usefulness of Magic Find in HoT content.
Problem is that older maps are having the events that are farmed heavily changed so that mobs don’t drop loot, CS is a great example of this, many events have been changed so that mobs drop no loot (fish farm on beach), or mobs have been removed from the event ( Arah pre south beach, had all the Risen removed completely ) other mobs have been changed to spawn vets which drop no loot, or very little loot,
The new HoT maps really made MF useless, a lot of enemies drop no loot or the chest/bags instead which are not affect by magic ( I am aware that some are affected by MF, but even with 300%+ I haven’t seen any change in drops from them )
I would say going forward you will see more and more loot from chests/bags and MF will be phased out completely.
If something have a 0.00000001 chance of droping you wont see much dif with your 0.00000004 or 5
RNG is RNG and no amount of MF will change players having no good RNG.
This comment is both factually incorrect and yet completely misleading.
- It’s true that random rolls yield random results.
- It’s also true that sufficiently bad luck cannot be overcome by increased Magic Find.
- It’s misleading, however, to suggest that this applies to anyone playing the game for long periods of times.
Over time, RNG approaches averages (except for exceptional loot, such as precursors) and thus Magic Find will always, over time, produce better results.
This has been confirmed by folks running controlled tests and it can be reconfirmed by anyone willing to repeat the same or similar tests.
(It’s harder now to compare 0% MF to 200% now, but it’s easier to compare x% to x+200% and it’s now possible to compare y% to y+300%.)
Not useful in the slightest.
This statement is not true.
All else being equal, more magic find will mean better results even if you have bad luck — instead of the worst luck, a high-MF account/character will have only really bad luck.
Within the limitations of MF (it only works on loot dropped from foes you kill and containers that substitute for the same, plus a tiny number of oddball exceptions), accounts with high MF will, over time, end up with more valuable loot.
Like any RNG system, high MF won’t guarantee you get the unlikeliest of drops and it won’t guarantee that you’ll always have good drops. It just ensures that you’ll have better results than you would have without high MF.