Showing Posts For stancer.4085:
Today I had the same Mesmer on Niflhel. I was at red’s close and suddenly i saw a downed symbol near me… went there and saw the same mesmer as yesterday opn the rock where i couldn’t reach him. He healed up and suddenly he was at the keep. Later on he was nearly down at keep, made his invisibility and was back at red’s close within 1 second without any mesmer portal…
http://i.imgur.com/0y4d56L.jpg
yes, “light adaption” is just an automatically gamma-correction in dark scenes… but night has always been too bright and “glowy”… i remember one dev saying, that the engine cant handle it
Hey,
I just played a ranked match on Khylo and had a Mesmer coming to me at the treb. After downing him, he used his 2nd Down-skill and suddenly was out of map borders. He could send his Down 3 at me from there but i couldnt attack and he rezzed and instantly was back at the position he was down before leaving Map borders.
Other thin was, that he was on Top of Clocktower’s Roof, made kitten invisibility and stood instantly (within half a second) next to me, after his skill was cast…
is this some stupid bug or did he maxbe cheat?
here a screen of him outside of the map
http://i.imgur.com/FHCr4Xh.jpg
Well… it only says that it wont come today… still can come tomorrow. So Everyone can enjoy the cool april’s fool joke ingame today and tomorrow we can play SAB… hope dies last…
It wasn’t working for me this morning… but after the very small patch later today “fixed a server crash” its working again
There is a Rune that granst u that Form when below 20%…
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Vampirism
A long time ago I invented a random-generator that modifies the chance by taking success and failure into account, here is, how it works:
First You set up the initial chance p[i], that the event succeeds:
p[i] = initial chance to succeed
Then You calculate, how many attempts it will averagely need to succeed:
n[a] = number of average attempts to succeed = p[i]^-1
Later we will need an attempt counter n[c]:
n[c] = current attempt counter
And of course the current chance to succeed:
p[c] = current chance to succeed
Now You start with your attempts:
First step is to set up the current chance to succeed out of the initial chance and the attempt counter.
Therefor You do the same as in interest-calculations when You calculate compund interest:
set p[c] = p[i]*(1+p[i])^n[c]
With this formula you will get exponentially increasing chances when n[c] is growing
But this does not yet take into account weather the event succeeds or fails, but the following does:
If the event succeeds, You lower the attempt counter by the number of average attempts to succeed:
set n[c] = n[c]-n[a]
So You get to n[c] = 0, when You have an success after n[a] tries.
Now the only thing left is, to raise the attempt counter by 1:
set n[c] = n[c]+1
Here is the short version of all this (where the looting is the event, and the "drop" is the success
p[i] = initial chance to drop
n[c] = current attempt counter
n[a] = number of average attempts per drop
p[c] = current chance to drop
set p[i] = [insert chance here]
set n[a] = p[i]^-1
set n[c] = 0
ask for drop
set p[c] = p[i]*(1+p[i])^n[c]
ask for success
if success:
-> set n[c] = n[c]-n[a]
->drop item
set n[c] = n[c]+1
Let’s calculate this with a drop chance of 1%=0.01
set p[i] = 0.01
set n[a] = p[i]^-1 = 100
set n[c] = 0
ask for drop
set p[c] = 0.01*(1+0.01)^0
ask for success
if success:
-> set n[c] = n[c]-100
->drop item
set n[c] = n[c]+1
If You do not get the drop, n[c] will be 1, and in Your next Attempt Your chance to drop would be p[c] = 0,01*(1+0.01)^1=0.0101=1.01%
If You get the drop, n[c] will be -99, and in Your next Attempt Your chance to drop would be p[c] = 0.01*(1+0.01)^-99=0.0037...=0,37...%
Or after 100 attempts without success p[c] would be 0.027...=2.7...% in attempt nr. 101
And after 462 attempts without success You will have a 99.19...% chance in the 463rd attempt
At 0.1% Chance (1 drop per 1,000) You will need 6991 attempts to get 99.979...% in the next attempt
So the advantage of this system is, that you will definitely get your drop after a large number of fails, but when You get more drops than usual, the chance will get lower and therefor You will get less drops of that item in future. Its just a bit closer to the theory ppl have, that "with a 1% chance i will get definitely 1 drop after 100 attempts", for You get your drop in any case after 464 attempts (well, still bit more than 100, but better than 5,000 tries without)
I calculated this with a little Java tool I wrote and got some interesting results:
With different chances like 1%, 0.1%, 0.01% and so on, my system approximates the total drops way faster to the averagely expected drops, while minimizing runaways on both ends of the scala, AND doesnt effect the relative amount of drops when going for the Law of large numbers. (tested with 1 million iterations)
I know only 2 situations where it could cause problems:
1st tt is with high chances like 20%, for you have a 103% chance in the 10th try without success... but at this drop rates you dont need a system to correct the runaways. Or
And 2nd with multiple chances adding up to 100%, like you get a weapon and it looks, which color you get: 1% exo, 9% yellow, 15% green, 25% blue and 50% white. In this case You will need to calculate one chance after the other like: 1% chance for exo, if you fail exo, you roll for yellow, if you get yellow it stops, but if you fail yellow, roll for green and so on...
Well now I’m done. Hope I did not confuse you with using some words that might not really fit, cause my school english is not the best and iI had to look up some words.
what do You think about this system? I would love to see this in any game, where drops or other "events" are done with random generator.
Hello!
The recent update brought the login reward to the achievement tab of the hero panel. Now I have to scroll down if i want to see the next/last 3 Achievements or my curren MF or Luck level. Could it be possible to switch the Login reward to seperate tab or put it AFTER the Achievemnts and Account-Stats?
Or even better, allow me to customise the Window size of any window (not just inventory and friendlist/lfg) so I can take full advantage of my 1920 pixel vertical screen?
What do You think about this?
How it supposed to be a cap if ppl stop getting rewards at different stages? I mean some1 said he stack at 38% at first tier and i stucked at 18% of second tier… I dont know!
No cap on solo and team arena, so the people who got higher probably played some in there as well.
This and some (me including) played a bit PvP between patch release and Daily Reset and noticed the cap just AFTER the reset
Same here hot join in Custom Arena with progress… opened rewardchest nearly after every match but suddenly progression stopped. other servers and other reward tracks did not work. did not try tournaments
Same for me. Did Kryta Regian Track up to 42% and no further progression. Other tracks dont work as well.
If this cap is a bug I hope for a fast fix, if it is intended ... I just say "oh my god"
I left a character there, and logged in every 15-30 mins for days (of course not 24hrs, but when I am online…)
the meta event remains at “The Lionguard are preparing to attack Laughing Gull Island and Taidha Covington.”
There is no Group-Event, there are no risen, there are just those stupid Covington Pirates. No Boss, no NPCs at all. Am I doin something wrong or could it be, that the event is really really bugged?