Drop Rates SoJ vs. SV (Image heavy!)
My Lipgloss is Cool
I think if the build made a difference, the difference would have been much more noticable then what it was.
Devonas big Sister
Quote:
Originally Posted by Antithesis
I think you'll find the gwdata file contains only graphics and physics of the engine. This saves us downloading the weighty data like textures when entering an instance.
It doesn't contain loot or AI info, that'd be loaded from the server when entering the instance.
Like mentioned before, if its not in de gwdata, then where is it? in your RAM is ofcourse a big nono. Anyways, the formula IS written down SOMEWHERE.
Another thing crossed my mind: that formula cannot have an endless cycle.
So technically spoken, you can calculate when the forumla refreshes an thus calculate when you get the same drops again.
So...
If you keep farming and farming and you get a drop worth a million ingame gold, let us call that Drop-X.
Write down the area, the foe, and the exact time you entered the area where you got Drop-X.
Wait for the formula refresh, and enter the area again at the exact same time, and yet again, Drop-X is obtained.
Again really farfetched, but whenever I see topics like this my braincells go berserk with ideas theories etc.
It doesn't contain loot or AI info, that'd be loaded from the server when entering the instance.
Like mentioned before, if its not in de gwdata, then where is it? in your RAM is ofcourse a big nono. Anyways, the formula IS written down SOMEWHERE.
Another thing crossed my mind: that formula cannot have an endless cycle.
So technically spoken, you can calculate when the forumla refreshes an thus calculate when you get the same drops again.
So...
If you keep farming and farming and you get a drop worth a million ingame gold, let us call that Drop-X.
Write down the area, the foe, and the exact time you entered the area where you got Drop-X.
Wait for the formula refresh, and enter the area again at the exact same time, and yet again, Drop-X is obtained.
Again really farfetched, but whenever I see topics like this my braincells go berserk with ideas theories etc.
Chthon
Quote:
Originally Posted by Devonas big Sister
It may be farfetched, but i come up with another interesting theory:
The meaning of "bad spawn" could change drasticly with this. Since you guys are really into science you should look for this to even consider my theory plausible:
Check the way your spawn at the start is build up and compare it with the quality of the drops. Check Spawn location, patrol directions and professions in the spawn. Maybe you should also check the server IP/ID in the Ping-Dot.
One extra thing is crossing my mind. I know you guys are out there: the GW BigFile Data readers. There is a very very small chance that it is possible to read and decode a formula that determines the drops/droprate/quality.
If we consider the above theory to be true and we can get our hands on that formula (legally), then consider what it could do for the wealth ingame.
It would make exclusive skins available for anyone without really dropping the prices.
Time to pass the baton... 1. All that's happening here is that the server is using the last X digits of its clocktime at entry as the seed for the pseudo-random number function. So every time the game "rolls the dice" in two instances with the same seed, they come up the same. There's no secret "formula" to discover.
2. If I recall right (and I may well not) GW is written in C/C++. So, if we assume that they're using plain old srand(), and not using a custom complier with a funny unsigned integer size, there would be 65535 different seeds, so there would be 65535 different ways your farm could turn out (not counting whatever effect is causing the small variations like the one Nechtan Thaumaturge reported. Loot scale at work I guess...). Now, you could make an index for every worthwhile farming zone that would contain the first 5 or so drops for all 65535 seeds and whether that seed will eventually produce anything worthwhile, but it would require a positively herculean effort. I don't think the benefit you'd gain by skipping bad seeds would ever pay off the effort it would take to build such an index in the first place.
The meaning of "bad spawn" could change drasticly with this. Since you guys are really into science you should look for this to even consider my theory plausible:
Check the way your spawn at the start is build up and compare it with the quality of the drops. Check Spawn location, patrol directions and professions in the spawn. Maybe you should also check the server IP/ID in the Ping-Dot.
One extra thing is crossing my mind. I know you guys are out there: the GW BigFile Data readers. There is a very very small chance that it is possible to read and decode a formula that determines the drops/droprate/quality.
If we consider the above theory to be true and we can get our hands on that formula (legally), then consider what it could do for the wealth ingame.
It would make exclusive skins available for anyone without really dropping the prices.
Time to pass the baton... 1. All that's happening here is that the server is using the last X digits of its clocktime at entry as the seed for the pseudo-random number function. So every time the game "rolls the dice" in two instances with the same seed, they come up the same. There's no secret "formula" to discover.
2. If I recall right (and I may well not) GW is written in C/C++. So, if we assume that they're using plain old srand(), and not using a custom complier with a funny unsigned integer size, there would be 65535 different seeds, so there would be 65535 different ways your farm could turn out (not counting whatever effect is causing the small variations like the one Nechtan Thaumaturge reported. Loot scale at work I guess...). Now, you could make an index for every worthwhile farming zone that would contain the first 5 or so drops for all 65535 seeds and whether that seed will eventually produce anything worthwhile, but it would require a positively herculean effort. I don't think the benefit you'd gain by skipping bad seeds would ever pay off the effort it would take to build such an index in the first place.
ccruzp
Quote:
Originally Posted by Devonas big Sister
Like mentioned before, if its not in de gwdata, then where is it? in your RAM is ofcourse a big nono. Anyways, the formula IS written down SOMEWHERE.
Serve side? no one in their right mind would make a mmorpg where your computer decides how to handle this kind of stuff, you would be able to edit you files and make ectos drop at each pre-searing grawl kill.
Take diablo 2 for exemple, when playing Open character (ie, the server is your computer) w/ memory scan/modifiers you could do stupid things to the game variables and run around godmode, make every monster have 100% chance of droping uniques and coutless other things. But when you played a closed character(ie bnet is the server) there wasnt much you could do messing around w/ the files in your computer, you could MapHack wich basicaly reads te map info that blizard sends you each time you move into different acts and read the memory of the game to show the location of nearby monster(the ones the server already sent you).
To the testers, arent minotaurs in Anvil Rock easy to sync? they are really close to the spawn point, about 1,5 aggro bubbles away from the iron horse mines spawn point, i just dont remember if their positioning varies so you guys can check if its "synced", anyway there are quite a few of then (10-12), you can Fire aoe then all to death(since some people dont consider SoJ as mass killing) if you body block then or run NM and use a SV/sliver armor build to kill then 1 by 1. Here's the spot, http://www.youtube.com/watch?v=r4QRU6q0UDQ (4:00 and on) yes? no? maybe?
For the sake of testing ild try a Fire Ele and a 55/SV necro, different classes and very different kill speed.
Take diablo 2 for exemple, when playing Open character (ie, the server is your computer) w/ memory scan/modifiers you could do stupid things to the game variables and run around godmode, make every monster have 100% chance of droping uniques and coutless other things. But when you played a closed character(ie bnet is the server) there wasnt much you could do messing around w/ the files in your computer, you could MapHack wich basicaly reads te map info that blizard sends you each time you move into different acts and read the memory of the game to show the location of nearby monster(the ones the server already sent you).
To the testers, arent minotaurs in Anvil Rock easy to sync? they are really close to the spawn point, about 1,5 aggro bubbles away from the iron horse mines spawn point, i just dont remember if their positioning varies so you guys can check if its "synced", anyway there are quite a few of then (10-12), you can Fire aoe then all to death(since some people dont consider SoJ as mass killing) if you body block then or run NM and use a SV/sliver armor build to kill then 1 by 1. Here's the spot, http://www.youtube.com/watch?v=r4QRU6q0UDQ (4:00 and on) yes? no? maybe?
For the sake of testing ild try a Fire Ele and a 55/SV necro, different classes and very different kill speed.
Mr. Undisclosed
Quote:
Originally Posted by My Lipgloss is Cool
I think if the build made a difference, the difference would have been much more noticable then what it was.
I doubt it, I think for the most part its based on your timestamp and anything else depends on your speed of kill.
Nechtan Thaumaturge
On a whim, I decided to try doing a synchronized run with two characters running the exact same build, as a sort of experimental control case. I expected that the drops would be exactly the same, since presumably the slight differences observed in previous trials were due to the fact that two different builds were being used. Things didn't turn out that way, though. In fact, the results were about what they always have been. About 90% of the total drops were shared, and each character got 5-10 unique drops. The unshared drops included items of every rarity (save green items as I did not kill any bosses), collector items, lockpicks, materials, and coin drops -- in other words, both loot scaled and non-loot scaled items.
Also, I did a second run to try to verify my results, and the character that came out ahead the first time received the smaller number of drops the second time around.
Subject to this phenomenon being verified, I would tentatively suggest the following:
1) Until this can be explained away, any conclusion about the effect of differing builds on drops has to be carefully considered. In particular, if one build gets, say, ten more drops than another on a synchronized Fahranur run, you can't automatically say that it is better because plus or minus ten drops would seem to be within the normal amount of variability. A larger difference, something more like 20-30, would presumably be needed.
On the other hand, the original hypothesis, that Shield of Judgment and Spoil Victor give the same amount and quality of drops, would appear to be strengthened, since the trifling differences in those tests could very well be the result of other factors.
2) There's something affecting drops that has nothing to do with either the build or how it's run (at least not over the course of a single run). This may be old news, but at least now there's something akin to proof to back up the supposition.
Quote:
Originally Posted by ccruzp
Also, I did a second run to try to verify my results, and the character that came out ahead the first time received the smaller number of drops the second time around.
Subject to this phenomenon being verified, I would tentatively suggest the following:
1) Until this can be explained away, any conclusion about the effect of differing builds on drops has to be carefully considered. In particular, if one build gets, say, ten more drops than another on a synchronized Fahranur run, you can't automatically say that it is better because plus or minus ten drops would seem to be within the normal amount of variability. A larger difference, something more like 20-30, would presumably be needed.
On the other hand, the original hypothesis, that Shield of Judgment and Spoil Victor give the same amount and quality of drops, would appear to be strengthened, since the trifling differences in those tests could very well be the result of other factors.
2) There's something affecting drops that has nothing to do with either the build or how it's run (at least not over the course of a single run). This may be old news, but at least now there's something akin to proof to back up the supposition.
Quote:
To the testers, arent minotaurs in Anvil Rock easy to sync?
I'll try this one next time out.
Mr. Undisclosed
Nice research Nech.
Ambuu
Just a question:
As long as the two people zone at the same time, can they take as much time as they want? Like one person goes first as the other person waits 5-10 minutes then goes?
As long as the two people zone at the same time, can they take as much time as they want? Like one person goes first as the other person waits 5-10 minutes then goes?
Armond
Quote:
Originally Posted by Ambuu
Just a question:
As long as the two people zone at the same time, can they take as much time as they want? Like one person goes first as the other person waits 5-10 minutes then goes? Ought to be.
As long as the two people zone at the same time, can they take as much time as they want? Like one person goes first as the other person waits 5-10 minutes then goes? Ought to be.
A Simple Farmer
Hey Skinny, How small is the margin of error for syncing? The nearest second, 1/10th of a second 1/100 of a second?
The reason I ask is I've been chest running for the inscribable magma shields. They chest only spawns every 6 runs or so, and apparently 1 in 20 chests have a shield. Needless to say it's a lot of runs.
I've been tracking how often it spawns and the time at which I enter (to the nearest second) in the hopes I might see a pattern (same can be said for the Saurian Scythe chest). Then I remembered the 'sync' was hard to achieve. And perhaps all my data gathering has been in vain as it wasn't accurate enough.
While I'm thinking of it, when you were synced with your brother were the chests in the same locations with the same items within?
A Simple Farmer
ps.
Awesome thread!!!!
The reason I ask is I've been chest running for the inscribable magma shields. They chest only spawns every 6 runs or so, and apparently 1 in 20 chests have a shield. Needless to say it's a lot of runs.
I've been tracking how often it spawns and the time at which I enter (to the nearest second) in the hopes I might see a pattern (same can be said for the Saurian Scythe chest). Then I remembered the 'sync' was hard to achieve. And perhaps all my data gathering has been in vain as it wasn't accurate enough.
While I'm thinking of it, when you were synced with your brother were the chests in the same locations with the same items within?
A Simple Farmer
ps.
Awesome thread!!!!
Skinny Corpse
It's really small.. I'd say it's about a 1/10th of a second or so.. can't say exact tho but
it sure can be tricky to hit, and it usually takes several tries.
We had chest spawning in the same locations and with the same drops from them during
our runs.. can't remember if we documented it tho.. might have been the one that I screwed up the screenshots of..
it sure can be tricky to hit, and it usually takes several tries.
We had chest spawning in the same locations and with the same drops from them during
our runs.. can't remember if we documented it tho.. might have been the one that I screwed up the screenshots of..
Chthon
Quote:
Originally Posted by A Simple Farmer
Hey Skinny, How small is the margin of error for syncing? The nearest second, 1/10th of a second 1/100 of a second?
Computers measure time in milliseconds (1/1000 sec), so the window could potentially be that small. (And that's how I would seed my srand() if I were writing the program...) However, we have to recall that the server is basically running in a loop performing its basic tasks in a cycle, and checking for zone transfers probably only happens once per cycle. So everyone who crosses the zone boundary at any time during the same cycle gets "recognized" as crossing the boundary at the same time. (Well, actually they get recognized sequentially, but probably within the same millisecond.) How long does a cycle take? That depends on the server hardware and the processor load. A cycle may be shorter in magumma stade than rata sum. And a cycle might be shorter if a-net updates their server hardware. And, since it may not be the case that they're using uniform hardware right now, a cycle may be shorter for some zones and/or in some geographic territories that got better hardware than others.
jiggles
very intresting decteive work there. would love to see another couple of runs though
on a side note, your 55hp necro has 74hp o.o
on a side note, your 55hp necro has 74hp o.o
Skinny Corpse
Quote:
Originally Posted by jiggles
very intresting decteive work there. would love to see another couple of runs though
on a side note, your 55hp necro has 74hp o.o We both do after killing two bosses along the way.
on a side note, your 55hp necro has 74hp o.o We both do after killing two bosses along the way.
A Simple Farmer
Quote:
Originally Posted by Skinny Corpse
it sure can be tricky to hit, and it usually takes several tries.
Quote: Originally Posted by Skinny Corpse We had chest spawning in the same locations and with the same drops from them during
our runs.. can't remember if we documented it tho.. might have been the one that I screwed up the screenshots of.. Now that's very interesting and probably more usefull. It means that, monster spawns, chest spawns (and their loot) are in the same loot Zone Calculation. Which makes sense because the magma chest will only spawn if the quest is active (tied to the mob).
I'm guessing for the Magma Chest, that since it's spawning a fairly consistant 1 in 6 ratio it's possible there is a specific mob spawn that matches the chest spawn. (Hopefully there's only 6 combos or 12, not 18 or 5052 or some random number times 6!!)
(starting to screen cap my zones, and throughout my run)
As a side, what's the ratio that the raptor chest spawns, or even any non-quest related chest spawn at (any chance it's 1 in 6 as well)?
Quote:
I don't know that anyone has really tested this, because setting up a sync is somewhat tricky in the first place. Since it takes 5-20 attempts to get it right, I usually ditch out as soon as I notice the spawns are different. I will say this, however: I had several near-syncs, where the initial two groups were identical, but not the rest. My first indication that something was wrong was that none of the drops corresponded.
Originally Posted by Chthon
... How long does a cycle take? That depends on the server hardware and the processor load.
I like your idea, but doubt that the zone window is calculated based on the clock cycle, you'd have to have some sort of throttling control (ever run a REALLY old game on a PC where the movement was based on clock cycle? it's like they're on speed). I imagine it's more like the 'drunkard' window (some sort of fancy load distribution).
Or because it is a server client environment, it's done client side every 0.xxxx seconds (which'd be really stupid for them to do security wise). etek
hi,
there is a simple explanation 4 equal drops - do u log on through the same router..? if u do, that's it.. - that way u have the same IP for the incoming and outcoming con... Try to hook on using different con, for instance one through some kind of "air" con (GPRS, satellite,...) and the other one using standard way... Cya, Kire. Skinny Corpse
Quote:
Originally Posted by etek
hi,
there is a simple explanation 4 equal drops - do u log on through the same router..? if u do, that's it.. - that way u have the same IP for the incoming and outcoming con... Try to hook on using different con, for instance one through some kind of "air" con (GPRS, satellite,...) and the other one using standard way... Cya, Kire. I know it has become pretty big thread but we've been over this several times before.. We have different connections and even different ISP's.. we DO live in the same town but that's the only thing we have in common. Chthon
Quote:
Originally Posted by A Simple Farmer
I like your idea, but doubt that the zone window is calculated based on the clock cycle, you'd have to have some sort of throttling control (ever run a REALLY old game on a PC where the movement was based on clock cycle? it's like they're on speed). I imagine it's more like the 'drunkard' window (some sort of fancy load distribution).
Or because it is a server client environment, it's done client side every 0.xxxx seconds (which'd be really stupid for them to do security wise). Please reread my post, you have misunderstood. I never said anything about the "clock cycle." I did say it's probably tied to how quickly the server can go through an iteration of its main loop. (I probably confused you by using the word "cycle"; I'll use "iteration" from here on out to avoid confusing you again.) Because there is probably only one check for I-want-to-start-a-new-instance requests performed per iteration, such requests are only going to get honored once per iteration. So the duration of the window when you can send a I-want-to-start-a-new-instance request after another player and get the same seed that they get is going to be the amount of time until the server executes around its main loop and reaches the step where it checks for such requests. (On a sufficiently fast computer (which I don't think a-net has), one iteration of the main loop could be executed in less than a millisecond, so 1ms would really be the size of the window. But I don't think a-net's servers are anywhere near that powerful.) Zhoul
I'm really impressed with the results of the first and third runs... very interesting... great job there!
A Simple Farmer
Chthon, I wasn't confused by your post, and I did understand it. I'm just doubtfull that faster hardware = smaller window to sync zones. Again, it was your statement "How long does a cycle take? That depends on the server hardware and the processor load." that I found fault with.
I don't think I was clear, I just doubt that there isn't some "throttle control" for as mundane a task as watching the door. By that I mean 'A cycle is independent of the server hardware and the processor load'. Thus my example which probably confused you, The old PC game (pre windows 3.1). In these games, faster machine = faster game, to the point where old games were unplayable on a new machine. So programers learned from this and stoped tiing their iterations of loops to the clock cycle. So that being said, I doubt that they would make any part of the games performance dependent on the speed of the hardware it's installed upon (server side). If they did, that 'loop' would uncontrollably execute that loop as fast as it possibly can (100% load). That being said, I'm probably wrong & so are you, but I bet we can test this out. Testing you theory should be relatively easy to do. Towns under high volume/load would have a larger window to ZoneSync. So it should be easier to sync from USA TOA D1 on a Saturday afternoon on a free entry day than say, UK Piken Square D1 Wed at 3am. If it's equally difficult to ZoneSync in both towns, then we have learned something else, non? I think posting # successful attempts out of say 30, with the time, town & district (server IP if possible)? etek
Quote:
Originally Posted by Skinny Corpse
I know it has become pretty big thread but we've been over this several times before..
We have different connections and even different ISP's.. we DO live in the same town but that's the only thing we have in common. ok m8, i didn' notice... CoonerTheRed
i've read the first few pages of this, but not them all, so forgive me if I've missed this.
First, it seems obvious to me that generating pseudo random variables based upon clock time is the way to go. It's almost definitely based upon server system time as well, so no rolling your clock back or anything So syncing two entries generating 90% of the same loot makes a lot of sense to me. You'd absolutely want to do this kind of thing with a lazy algorithm, where generators are instantiated but not called unless they're needed. So seeds could be set at the beginning before anything is actually instantiated. This would indicate that all the seeds would be set immediately, with no delay for computation. A couple ways to check that: First, as a control, are you certain the location/spawn happens at the same time as the treasure generation? Meaning, if you miss a sync, are the drops different? Or is it possible to match seeds for items, but not for monster placement? Second, are you certain that all drops are determined from a single pseudo-random number? Here's how I would do a treasure generator... when a region class is instantiated, various parameters and a pseudo-random number generator are used to locate monsters. Also, N (where N is the number of species of monsters, each with their own set of droppable items) treasure-generator instances are created. Note the random numbers aren't actually allocated until the monster dies (lazy algorithm), but the generators are all instantiated. The point being that different monsters have different potential items to drop. Is it possible that the difference is because you're hitting N-1 of the generators with the exact same seed, but the Nth is delayed a bit, or load balancing isn't quite perfect, etc, so that the two servers you are on take a bit different times to spawn the level and one generator is off. So the second question: are the "non-identical" items coming from the same type of monsters? Or the same profession monsters? It seems obvious to me that different sets of items means multiple generators, not a causality due to build. Nechtan Thaumaturge
Quote:
Originally Posted by CoonerTheRed
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Quote:
Quote:
Originally Posted by CoonerTheRed
... are you certain that all drops are determined from a single pseudo-random number?
Your hypothesis covers the appearance of the non-identical drops nicely; however, from a practicability standpoint, it seems less likely than the one-generator hypothesis. If I'm understanding you right, you'd need on the order of a hundred generators -- one for each monster, chest, etc. -- for each instance of each zone. Now, that could be done easily enough, but, imagining ourselves as the programmers here, what is the advantage over having a single generator? It's going to use up memory, clock cycles, and your time and effort, but won't produce significantly more "randomness".
The theory that makes the most sense to me is that all the drops are identical, it's just that certain drops are "filtered" or disallowed. In other words, all the drops are generated on zone-in and bound to a specific creature, each according to its own drop table. Then, when the creature is killed, some algorithm decides who gets the drop, if anyone. I'm not prepared to say what this algorithm keys on, but the number of kills within a recent timeframe, the number of times you've warped into a zone recently, and sheer randomness are the sorts of things that spring to mind. Loot-scaling would be tied up in this filtering action, also. Having said all this, however, remember that any theory about the inner workings of the drop mechanism is strictly speculation. Dual Cannon
Wow, nice work fellas! And Nice dead swords too :P
Icy The Mage
Yep, I've always known that the drops were determined when you entered the place, not how/how fast you kill the enemies.
After 5000 or so Raptor Runs, I realized that using Sliver or Nuking produces the same loot at the end of the day... starlitesunset
how about , 1 person from this forum goes into the town u and your brother both record the runs, the person in town countsdown for you to enter, then when your done wait at the town, all join same party go outside together and drop all the loot on the ground so 2 videos.
because this is hard to believe AntiLamer
Quote:
This led me and my brother to dig a bit deeper to get some sort of proof of this or that.
So both of you got the same IP? Maybe it matters. | Anyway nice work Skinny Corpse
Quote:
Originally Posted by AntiLamer
So both of you got the same IP? Maybe it matters.
Anyway nice work No we don't. Different locations, different ISP's. weretoad
gj fantastic work, but i don't totally believe my eyes! same stats is what puts me off
The True SPitFire
I don't post here much but for what its worth, it is defiantly not the algorithm IS NOT IP related. My friend and I LAN all the time, we get very different drops, we will try this tomorrow since were on LAN it should be easier to sync.
Actually, ill just do the dual instancing of GW and use his and mine account, and make a global macro to enter UW or somthing. Ill let yall how that goes. Y Tim K
Skinny Corpse How do you have 50 energy on your monk??
BTW good research but i cant get half of waht you got using your build. malko050987
You're not doing it right
As for the energy, he's probably using a focus along with some radiants. Skinny Corpse
Quote:
Originally Posted by Y Tim K
Skinny Corpse How do you have 50 energy on your monk??
BTW good research but i cant get half of waht you got using your build. I've got radiant insignias on every armor piece, as malko050987 said, a +5 energy inscription on my weapon and the Grim Cesta wich gives ya +6 energy and +3 energy while enchanted. All this plus the +4 morale boost. Regarding the drops.. not every run looks like those we've chosen as the one without golds, purples aren't good for comparison.. it's the rares and purples that are interesting. Buzzer
Sorry if this has already been covered but do you get the same items from chests too?
Skinny Corpse
Quote:
Originally Posted by Buzzer
Sorry if this has already been covered but do you get the same items from chests too?
Indeed we do.. both the same chest location and item from it.
Evera
Sorry if this was mentioned before, but computers generate "random" code not so "randomly." They generate pseudorandom numbers from a function of its clock. Seeing as how it's very unlikely both of these two entered the areas at EXACTLY the same time, there may be a window for generating items, i.e. rand produces a value from 1-30, then this drops, 31-90, this drops, etc.
There's no use in trying to decipher the formula.. You're not going to a) find the formula's return values, and b) find which values correspond to which items. It's just interesting on the game mechanics: drops aren't generated in real time. While loading, your item drops are predefined. It's most likely done this way to lighten server load. That's my 2 cents. Chico
Have you guys tried syncing with teams of 2 players?
This way we could also find out if the same loot is assigned to player 1 of team 1 and player 1 of team 2 or if individual 'who gets what' is decided on the fly. Don't you think it'll be interesting to know that? Maybe at the start of the instance all the mobs are assigned their loot (proven already) but loot assignment to individual players within the instance is random. That would explain why some players 'feel' some of their chars are unlucky. Nechtan Thaumaturge
Quote:
Originally Posted by Chico
Have you guys tried syncing with teams of 2 players?
This way we could also find out if the same loot is assigned to player 1 of team 1 and player 1 of team 2 or if individual 'who gets what' is decided on the fly. Don't you think it'll be interesting to know that? That does sound interesting. You'd need four participants, though. If anybody wants to try this in game but needs another player, whisper to me in game or leave a message here. Nechtan Thaumaturge
Quote:
Originally Posted by Chico
Have you guys tried syncing with teams of 2 players?
... Maybe at the start of the instance all the mobs are assigned their loot (proven already) but loot assignment to individual players within the instance is random. That would explain why some players 'feel' some of their chars are unlucky. Well, I tried it out the other day, in a way. I used two accounts and set up both with Ogden Stonehealer and 600/smite-ish builds. I ran two trials and found essentially the same thing in both cases. Discounting coin drops, slightly less than half of the total drops were shared. This is what you would expect to happen if two identical sets of drops were each randomly split two ways. Therefore, I'm going to go out on a limb and say that if you could look in Ogden's inventory, you'd find the majority of the missing drops. Needless to say, loot distribution is not fixed in the same way that drops are. The governing algorithm re-seeds the random number generator or otherwise injects another source of "randomness" into the process. Also, I wanted to mention that on the second run the chest spawns did not correspond, although the creature spawns were identical. That's never happened to me before on a successful sync, but I remember someone asked about the possibility of this happening. Now Diabolical
Hello,
I hope this wasn't mentioned at all. Of course, in german Forums is the Synchronisation also discussed. And i have an idea. In my opinion, it is as legal as using Texmod. First, you need two Guild Wars Accounts. After managing that, you need a Logitech G15 Keyboard with KeyboardProfiler or anything similar. Then you need the Tool to star Guild Wars twice on one Computer. Now you put "Always Running" (Standartkey is "R") on one G-Key, maybe G5. Then you start both Clients with this Guild Wars Profil in the KeyboardProfiler. Then put both Chars next to each other, walk through the next Portal and farm. I would try it by myself, but i don't have two Accounts. If this was already mentioned, i never wrote something. Good Luck, Now |