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Make toming safe after a prayer
#26
(12-11-2019, 09:38 AM)Woody Wrote:
(12-11-2019, 06:59 AM)Malong Wrote: Or people stop playing when legendaries stop dropping as frequently.

Not "or" it's both.

(12-11-2019, 05:52 AM)Woody Wrote: Once the ball gets rolling it gets faster and faster till eventually flattens out from a case of boredom.

Just because both occur does not mean the cause is attributed to both.

(12-11-2019, 09:38 AM)Woody Wrote:
(12-11-2019, 06:59 AM)Malong Wrote: This also ignores the fact that this was after the material drop rate overhaul.

So an update [material drop] affected the player numbers at a large scale yes. What do you think smaller updates do?

Depends what those updates are. You tried arguing that map updates affect player numbers. Seriously?

(12-11-2019, 09:38 AM)Woody Wrote:
(12-11-2019, 06:59 AM)Malong Wrote: But as players increase linearly, loot chance does not increase linearly with it. If a chance to "win" a roll is 1/n, then taking two rolls and winning either of them one is not 2/n, but rather [1 - ((n-1)/n)^2]. The population definitely "push[ed] the 'luck' up" far more than it should have from population increase alone.

(12-11-2019, 06:59 AM)Malong Wrote: There isn't necessarily a link between number of drops and games being played. And secondly, more games being played in a day also doesn't necessarily imply more players are playing unless they're concurrent, which hasn't been established. This is not an adequate substitute for number of active players online and their duration from before and after.

If I do 100 dice roles or just 10 my chance to get 6 is 1/6 on each dice roll, yes no shit. If I do 100 dice roles I'm more likely to have more dices that laned on 6 than if I only did 10 dice roles. Yes, sometimes that group of 10 dice can be lucky and get more than the 100 groups as its all chance in the end.

The more rag runs people do the more dices are rolled it's that simple if the chances aren't being changed on us. The more rag runs that people play the more likely a loot will eventually happen. I can't keep track of how many runs are being completed every day and none can other than maybe a dev. The best way I could least find out ruffly how many runs were done that day is looking on the forum on that day. Looking at a wtb/wts tells us nothing really as we need evidence they played that day. This is hence why you can use loots as an ok judgement on how many runs are done each day.

Is that a perfect way to see how many runs get done each day? No, and I never said it was I said it would give us a basic idea. 

Not surprisingly you don't understand basic probability. First, it's not "luck," it's expected value with a large number of trials. Second, you picked a time frame when there were at least three times as many players, but the number of drops increased by more than a factor of three from prior to the drop rate change. Using your dice roll example, rolling a die three times increases the chances of rolling a given number from 1/6 to (16%) to (42%) or increasing by a multiplicative factor of 252%.

In other words:

(12-11-2019, 06:59 AM)Malong Wrote: The population definitely "push[ed] the 'luck' up" far more than it should have from population increase alone.


(12-11-2019, 09:38 AM)Woody Wrote:
(12-11-2019, 06:59 AM)Malong Wrote: For me, it's because it's the same gameplay without better rewards.

So his the question then would you make rag harder knowing as an outcome you can give it better rewards.

I have not said anything about rewards when making rag harder as it would be a messy subject. If rag got harder by 5% even tho that can't really be measured easily I don't expect the buff in reward to be big. Something like this for example. Like 1.25x gold and XP then no change to drop rate.

Idk my point is If we up the skill cap of rag we can make it have better rewards than atm. Before people say is that just making the rich richer well yea... but as I said I'm up for a system like this.

If it was possible to quantify, the ratio of "reward increase" to "difficulty increase" is more than one, then yes. So yes to your example. This will never happen though.

(11-11-2019, 05:24 AM)Woody Wrote: The question then is why did Db stop doing events and was there anything to stop that?

Because they stopped looting once a week.

(11-11-2019, 05:24 AM)Woody Wrote:
(12-11-2019, 06:59 AM)Malong Wrote: In other words, you pulled it out of your ass.

No its a matter of its all being gambling related data for the 3 I looked at just then and I don't have time to find one that shows what I'm looking for.

This is the 1st one on google for me and it does an ok job but ye maybe I just don't have the right keywords to find a paper on the subject.

https://fs.blog/2015/10/the-psychology-o...nd-reward/

That's not even a study...

(11-11-2019, 05:24 AM)Woody Wrote: The risk and reward "high" can be shown in classes as well. Ill use classes, I think you have. 

Mara for me gives me the biggest rush from having low armour and being a "2h" melee hero. The risk is massive to the point normal waves can kill me in less than 2secs but the reward is having really good other stats to make up for it.

Repeaterman for me is the opposite feeling. There is no skill in using that type of xbow to the point I question is this even fun. 

Warden is somewhere in the middle for me. Yes, there is a nice skill curve but being a ranged hero you have very little ways you will be killed vs a melee class. It's hard to make an accident that will kill you as warden but hard to become good at it if that made any sense. 


Maybe I should have looked up "Why do people find things that have a bigger skill curve more fun" but eh cbf doing more work at this point.

Now you're just babbling.

(11-11-2019, 05:24 AM)Woody Wrote:
(12-11-2019, 06:59 AM)Malong Wrote:
(12-11-2019, 05:52 AM)Woody Wrote: Risk and Reward is fun otherwise we would be happy to play on normal and never move away from it once we got to a certain point. Yea, it's fun to go on normal to kite once every so often with a full set of upgraded gear but I don't see this as fun or even entertaining most of the time... Why would I?

People play the highest mode you can comfortably beat unless they are actively looking for something from another mode.

Maybe events think like this [most of the time] but the public is another deal altogether. 

How do people know they can comfortably beat a mode in public? I'm a sceptic the best of times when looking at teams saying "Yea maybe we will get to wave 9 of rag".

By looking at the support items and gear of the players on the public team.

(11-11-2019, 05:24 AM)Woody Wrote: Most public hard runs start from a normal server and go to a hard server. Its the judgment of each player them selfs if they think they can do hard with that group of people. In the beginning, most will overestimate the team they had on the normal ending in a wipe.

Citation needed. There are plenty that jump directly into hard, and others that are from failing Ragnarok games.


(12-11-2019, 10:57 AM)Cut-Me-Own-Throat-Dibbler Wrote: And while my personal experience is hardly empirical evidence, Woody is right in one regard, though: while we grind for the ever elusive legendary loot,  map changes and events can offset boredom to a certain degree. I just wish there would be more and new maps.

Unless you can demonstrate a link between map changes and overall population increases, this is just an isolated incident. You recently rejoined without any new maps being added.
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Messages In This Thread
Make toming safe after a prayer - by Forward - 10-11-2019, 01:10 PM
RE: Make toming safe after a prayer - by DR. - 10-11-2019, 02:02 PM
RE: Make toming safe after a prayer - by DR. - 10-11-2019, 03:03 PM
RE: Make toming safe after a prayer - by Forward - 10-11-2019, 03:36 PM
RE: Make toming safe after a prayer - by Fendi - 10-11-2019, 04:23 PM
RE: Make toming safe after a prayer - by Forward - 10-11-2019, 05:17 PM
RE: Make toming safe after a prayer - by Fendi - 10-11-2019, 10:09 PM
RE: Make toming safe after a prayer - by Forward - 10-11-2019, 11:39 PM
RE: Make toming safe after a prayer - by DR. - 11-11-2019, 05:24 AM
RE: Make toming safe after a prayer - by Forward - 11-11-2019, 01:59 PM
RE: Make toming safe after a prayer - by DR. - 11-11-2019, 04:00 PM
RE: Make toming safe after a prayer - by Malong - 11-11-2019, 07:08 PM
RE: Make toming safe after a prayer - by DR. - 12-11-2019, 03:13 AM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 03:53 AM
RE: Make toming safe after a prayer - by DR. - 12-11-2019, 05:52 AM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 06:59 AM
RE: Make toming safe after a prayer - by DR. - 12-11-2019, 09:38 AM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 03:44 PM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 05:07 PM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 06:25 PM
RE: Make toming safe after a prayer - by Forward - 12-11-2019, 06:31 PM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 06:33 PM
RE: Make toming safe after a prayer - by Forward - 12-11-2019, 06:41 PM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 06:52 PM
RE: Make toming safe after a prayer - by Forward - 12-11-2019, 07:00 PM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 07:03 PM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 07:39 PM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 08:35 PM
RE: Make toming safe after a prayer - by Malong - 12-11-2019, 10:12 PM
RE: Make toming safe after a prayer - by Malong - 13-11-2019, 03:00 PM
RE: Make toming safe after a prayer - by DR. - 13-11-2019, 04:28 PM
RE: Make toming safe after a prayer - by Malong - 13-11-2019, 04:42 PM
RE: Make toming safe after a prayer - by DR. - 14-11-2019, 03:46 AM
RE: Make toming safe after a prayer - by Forward - 11-11-2019, 06:15 PM
RE: Make toming safe after a prayer - by Forward - 11-11-2019, 10:49 PM
RE: Make toming safe after a prayer - by DR. - 12-11-2019, 12:29 PM
RE: Make toming safe after a prayer - by Berkay - 12-11-2019, 07:24 PM
RE: Make toming safe after a prayer - by DR. - 13-11-2019, 05:41 AM
RE: Make toming safe after a prayer - by Malong - 13-11-2019, 06:41 AM
RE: Make toming safe after a prayer - by DR. - 13-11-2019, 07:39 AM
RE: Make toming safe after a prayer - by Terath - 13-11-2019, 07:00 AM
RE: Make toming safe after a prayer - by Xen - 13-11-2019, 05:25 PM
RE: Make toming safe after a prayer - by Malong - 14-11-2019, 04:57 AM



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