Watch it Die... AFC like UFOs
sterbenx2
Prove to everyone that AFC does NOT exist. Post your findings and watch the debate die. Use the following format.
Farming Hard Mode.
Char: E/A
# of Enemies: 15
Method: Terra Tank, Single kill.
# of runs: 115 about 30 per day
tho it may seem to be blasphamy to do so many runs in the same place, it has to be done for this data.
1st 10 runs net 6 gold, 2 purples, 4k mech food, 543g from bags
2nd 10 runs net 3 gold, 4 purple, 3.5k merch food, 490g from bags
3rd 9 runs net 2 gold, 6 purple, 3.8k merch food, 223g from bags
29 runs, day 1
1st 10 runs net 2 gold, 5 purple, 3.7k merch food 430 in bags
2nd 10 runs net 1 gold, 6 purple, 2.9k merch food, 523g from bags
3rd 11 runs net 0 gold, 2 purple, 2.6 merch food, 323g from bags
29 runs, day 2
1st 10 runs net 2 gold, 3 purple, 3.6k merch food 410 in bags
2nd 10 runs net 1 gold, 4 purple, 3.9k merch food, 430g from bags
3rd 9 runs net 1 gold, 3 purple, 2.5 merch food, 250g from bags
29 runs, day 3
SO, what does this data show? well, that there is some kind of AFC in place, but not the one everyone thinks. Drops do get worse over time but NOT as rapidly as some claim. All runs done between 7pm and 11pm Eastern US time.
I want other players to replicate this type of research and post their findings pls.
Farming Hard Mode.
Char: E/A
# of Enemies: 15
Method: Terra Tank, Single kill.
# of runs: 115 about 30 per day
tho it may seem to be blasphamy to do so many runs in the same place, it has to be done for this data.
1st 10 runs net 6 gold, 2 purples, 4k mech food, 543g from bags
2nd 10 runs net 3 gold, 4 purple, 3.5k merch food, 490g from bags
3rd 9 runs net 2 gold, 6 purple, 3.8k merch food, 223g from bags
29 runs, day 1
1st 10 runs net 2 gold, 5 purple, 3.7k merch food 430 in bags
2nd 10 runs net 1 gold, 6 purple, 2.9k merch food, 523g from bags
3rd 11 runs net 0 gold, 2 purple, 2.6 merch food, 323g from bags
29 runs, day 2
1st 10 runs net 2 gold, 3 purple, 3.6k merch food 410 in bags
2nd 10 runs net 1 gold, 4 purple, 3.9k merch food, 430g from bags
3rd 9 runs net 1 gold, 3 purple, 2.5 merch food, 250g from bags
29 runs, day 3
SO, what does this data show? well, that there is some kind of AFC in place, but not the one everyone thinks. Drops do get worse over time but NOT as rapidly as some claim. All runs done between 7pm and 11pm Eastern US time.
I want other players to replicate this type of research and post their findings pls.
boogerboy72
what area?
12char
12char
my2cent
yes, i also belive AFC still exist ive been farming a bit of bergen and the drop is gettin ALOT worser every run.
snodaard
AFC= a.... farm code ??
Riot Narita
Quote:
Originally Posted by snodaard
AFC= a.... farm code ??
I am guessing Anti Farming Code
Riot Narita
Quote:
Originally Posted by sterbenx2
SO, what does this data show?
Just my opinion, but I don't think it shows anything significant. I think you need to keep recording for much, much longer to get anything statistically meaningful.
My interpretation of your results so far: You were quite lucky on day1, less lucky on days 2 and 3.
I've done a LOT of farming - trapping Stygian, and Turai margonites... and I did not notice any AFC. I'm not saying it doesn't exist - perhaps it does - just that I'd go through times when drops were poor, but just as often I'd get times when drops were bonanza-tastic. Seemed random, and the good times seemed to balance out the bad for me.
The only anti-farming code I am certain of, is loot-scaling :-P
My interpretation of your results so far: You were quite lucky on day1, less lucky on days 2 and 3.
I've done a LOT of farming - trapping Stygian, and Turai margonites... and I did not notice any AFC. I'm not saying it doesn't exist - perhaps it does - just that I'd go through times when drops were poor, but just as often I'd get times when drops were bonanza-tastic. Seemed random, and the good times seemed to balance out the bad for me.
The only anti-farming code I am certain of, is loot-scaling :-P
sterbenx2
this is more about experiment and data. not actual location
sterbenx2
Quote:
Originally Posted by Hissy
Just my opinion, but I don't think it shows anything significant. I think you need to keep recording for much, much longer to get anything statistically meaningful.
My interpretation of your results so far: You were quite lucky on day1, less lucky on days 2 and 3.
I've done a LOT of farming - trapping Stygian, and Turai margonites... and I did not notice any AFC. I'm not saying it doesn't exist - perhaps it does - just that I'd go through times when drops were poor, but just as often I'd get times when drops were bonanza-tastic. Seemed random, and the good times seemed to balance out the bad for me.
The only anti-farming code I am certain of, is loot-scaling :-P exactly my point, I have found NO significant evidence that the Anti Farm Code still exsists.
And to clarify, this was done over a 3 day period. I've also noted that the drops in heavily farmed areas DO in fact get worse the more repeat runs you make. More testing is needed for these areas of course.
This data I have posted olny shows the first few days. I've been doing this run now for 6 or 7 days total and the data is consistant. The gold and grape drops stedily decline while once in 10 to 20 runs, I'll get a few colors and perhaps a lockpick in one run, then its back to blue and whites.
My interpretation of your results so far: You were quite lucky on day1, less lucky on days 2 and 3.
I've done a LOT of farming - trapping Stygian, and Turai margonites... and I did not notice any AFC. I'm not saying it doesn't exist - perhaps it does - just that I'd go through times when drops were poor, but just as often I'd get times when drops were bonanza-tastic. Seemed random, and the good times seemed to balance out the bad for me.
The only anti-farming code I am certain of, is loot-scaling :-P exactly my point, I have found NO significant evidence that the Anti Farm Code still exsists.
And to clarify, this was done over a 3 day period. I've also noted that the drops in heavily farmed areas DO in fact get worse the more repeat runs you make. More testing is needed for these areas of course.
This data I have posted olny shows the first few days. I've been doing this run now for 6 or 7 days total and the data is consistant. The gold and grape drops stedily decline while once in 10 to 20 runs, I'll get a few colors and perhaps a lockpick in one run, then its back to blue and whites.
Sir Pandra Pierva
All depends on location.
From what I have noticed over farmed areas first drop
Golds like mad
Purples like crazy
Whites not quite as much
lockpicks none
As time goes on
Golds almost never
Purples become even fewer
Whites drop more but less as well, you get more whites but not as many things drop.
Lockpicks become more common.
In areas that are almost never farmed.
Golds stay constant
Purples stay constant
Whites are so common its not even funny
Lockpicks drop a good bit
My conclusion
In over farmed areas there is an AFC in non farmed areas there isn't an AFC
From what I have noticed over farmed areas first drop
Golds like mad
Purples like crazy
Whites not quite as much
lockpicks none
As time goes on
Golds almost never
Purples become even fewer
Whites drop more but less as well, you get more whites but not as many things drop.
Lockpicks become more common.
In areas that are almost never farmed.
Golds stay constant
Purples stay constant
Whites are so common its not even funny
Lockpicks drop a good bit
My conclusion
In over farmed areas there is an AFC in non farmed areas there isn't an AFC
Moriean
Quote:
Originally Posted by Sir Pandra Pierva
All depends on location.
From what I have noticed over farmed areas first drop
Golds like mad
Purples like crazy
Whites not quite as much
lockpicks none
As time goes on
Golds almost never
Purples become even fewer
Whites drop more but less as well, you get more whites but not as many things drop.
Lockpicks become more common.
In areas that are almost never farmed.
Golds stay constant
Purples stay constant
Whites are so common its not even funny
Lockpicks drop a good bit
My conclusion
In over farmed areas there is an AFC in non farmed areas there isn't an AFC My conclusion: "The AFC gets triggered if many different people farm that area and if you farm there you get less drops when you farm for a longer period of time.
From what I have noticed over farmed areas first drop
Golds like mad
Purples like crazy
Whites not quite as much
lockpicks none
As time goes on
Golds almost never
Purples become even fewer
Whites drop more but less as well, you get more whites but not as many things drop.
Lockpicks become more common.
In areas that are almost never farmed.
Golds stay constant
Purples stay constant
Whites are so common its not even funny
Lockpicks drop a good bit
My conclusion
In over farmed areas there is an AFC in non farmed areas there isn't an AFC My conclusion: "The AFC gets triggered if many different people farm that area and if you farm there you get less drops when you farm for a longer period of time.
VitisVinifera
I think at some point, afc got nerfed........not removed, just nerfed. Yes, the very first time you farm an area, or the first time in a very long time, the drops are better, but afc sets in VERY fast, but not very hard. AFC used to set in more gradually, but when it fully set in, you ain't gettin jack.
Just my personal views, no proof, just massive amounts of farming
Just my personal views, no proof, just massive amounts of farming
Cobalt
I also read sometime back that what District you leave from to farm affects drops.
From what I remember reading, drops were worse leaving from District 1 to farm than from the lower populated or unpopulated Districts. If true then perhaps each district is its own separate game instance thus massive over farming in the areas of one game instance triggers AFC. And since most players migrate to District 1 areas then leave to farm from them could very well mean worse drops going out of District 1.
From what I remember reading, drops were worse leaving from District 1 to farm than from the lower populated or unpopulated Districts. If true then perhaps each district is its own separate game instance thus massive over farming in the areas of one game instance triggers AFC. And since most players migrate to District 1 areas then leave to farm from them could very well mean worse drops going out of District 1.
Sir Pandra Pierva
Well that pretty much screws over areas that have only 1 dis to leave from
Xylia
Quote:
Originally Posted by Cobalt
I also read sometime back that what District you leave from to farm affects drops.
Is there supporting information on this, or are we just spreading hearsay?
Any random event (like loot dropping) can produce what looks like a pattern if not heavily tested. Personally, I believe that drops are truly random and are not affected by anything that a player can analyze or even control. That being said, the only true way to determine this would be to have many players do the same run repeatedly over a large amount of time and record all their drops in a categorized system (I'm thinking about 100 players doing at least 100 runs/day over at least 30 days). They would all have to do exactly the same run (which is hard to do, just look at [wiki]Vanquisher[/wiki] score variance for how different the spawns can be in a given area). They would also have to record relevant data (starting district, run day and time, build used, etc) to go with each run. This would establish an initial pattern. Then a group of players of similar size would have to do the same thing for a different run. If they get the same pattern, then you might have a pattern, but you'll need to do it at least one more time to prove that it wasn't a fluke that they matched. If not, then you've basically proved that there isn't a pattern.
Obviously, a scientific experiment of this proportion is a large undertaking, and I am by no means volunteering to support it in any way. I'm just trying to put the quote above into perspective. I believe that the OP was trying to start something similar in this thread, and made a good start at it. I would suggest the following:
Record each run individually, not in groups of 10.
Record the total number of enemies killed per run, and also record the number of bosses killed
Record starting district for each day. Start from the same district all day long.
Record area/mobs farmed, and farm same run for the entirety of the experiment.
Record if this is a "true solo" run, or if you are running with H/H or other players, and how many of each are with you
Don't record "value of merch fodder", rather record with the following categories:
# of green items dropped
# of gold items dropped (break down into weapons and salvage items)
# of purple items dropped (break down into weapons and salvage items)
# of blue items dropped (break down into weapons and salvage items)
# of white items dropped (break down into weapons, collectible drops, and salvage items)
# of times rare crafting materials dropped, and total amount dropped per run
# of times common crafting materials dropped, and total amount dropped per run
# of times gold dropped, and total amount dropped per run
Any random event (like loot dropping) can produce what looks like a pattern if not heavily tested. Personally, I believe that drops are truly random and are not affected by anything that a player can analyze or even control. That being said, the only true way to determine this would be to have many players do the same run repeatedly over a large amount of time and record all their drops in a categorized system (I'm thinking about 100 players doing at least 100 runs/day over at least 30 days). They would all have to do exactly the same run (which is hard to do, just look at [wiki]Vanquisher[/wiki] score variance for how different the spawns can be in a given area). They would also have to record relevant data (starting district, run day and time, build used, etc) to go with each run. This would establish an initial pattern. Then a group of players of similar size would have to do the same thing for a different run. If they get the same pattern, then you might have a pattern, but you'll need to do it at least one more time to prove that it wasn't a fluke that they matched. If not, then you've basically proved that there isn't a pattern.
Obviously, a scientific experiment of this proportion is a large undertaking, and I am by no means volunteering to support it in any way. I'm just trying to put the quote above into perspective. I believe that the OP was trying to start something similar in this thread, and made a good start at it. I would suggest the following:
Record each run individually, not in groups of 10.
Record the total number of enemies killed per run, and also record the number of bosses killed
Record starting district for each day. Start from the same district all day long.
Record area/mobs farmed, and farm same run for the entirety of the experiment.
Record if this is a "true solo" run, or if you are running with H/H or other players, and how many of each are with you
Don't record "value of merch fodder", rather record with the following categories:
# of green items dropped
# of gold items dropped (break down into weapons and salvage items)
# of purple items dropped (break down into weapons and salvage items)
# of blue items dropped (break down into weapons and salvage items)
# of white items dropped (break down into weapons, collectible drops, and salvage items)
# of times rare crafting materials dropped, and total amount dropped per run
# of times common crafting materials dropped, and total amount dropped per run
# of times gold dropped, and total amount dropped per run
ensoriki
Woe Spreader at Maishing Hills
A/E green farmer
Enemies killed 2
1st run, Woe Spreader Green, one elite necro tome.
2nd run, Woe Spreader green, 84 gold
3rd run, Nothing
4th run, Nothing
5th run, 100 gold
6th run, nothing
7th run, Elite Necromancer Tome
8th Run, Naga thingy (what you salvage)
9th run, nothing
10th run, nothing.
A/E green farmer
Enemies killed 2
1st run, Woe Spreader Green, one elite necro tome.
2nd run, Woe Spreader green, 84 gold
3rd run, Nothing
4th run, Nothing
5th run, 100 gold
6th run, nothing
7th run, Elite Necromancer Tome
8th Run, Naga thingy (what you salvage)
9th run, nothing
10th run, nothing.
sterbenx2
Quote:
Originally Posted by Xylia
Is there supporting information on this, or are we just spreading hearsay?
Any random event (like loot dropping) can produce what looks like a pattern if not heavily tested. Personally, I believe that drops are truly random and are not affected by anything that a player can analyze or even control. That being said, the only true way to determine this would be to have many players do the same run repeatedly over a large amount of time and record all their drops in a categorized system (I'm thinking about 100 players doing at least 100 runs/day over at least 30 days). They would all have to do exactly the same run (which is hard to do, just look at [wiki]Vanquisher[/wiki] score variance for how different the spawns can be in a given area). They would also have to record relevant data (starting district, run day and time, build used, etc) to go with each run. This would establish an initial pattern. Then a group of players of similar size would have to do the same thing for a different run. If they get the same pattern, then you might have a pattern, but you'll need to do it at least one more time to prove that it wasn't a fluke that they matched. If not, then you've basically proved that there isn't a pattern.
Obviously, a scientific experiment of this proportion is a large undertaking, and I am by no means volunteering to support it in any way. I'm just trying to put the quote above into perspective. I believe that the OP was trying to start something similar in this thread, and made a good start at it. I would suggest the following:
Record each run individually, not in groups of 10.
Record the total number of enemies killed per run, and also record the number of bosses killed
Record starting district for each day. Start from the same district all day long.
Record area/mobs farmed, and farm same run for the entirety of the experiment.
Record if this is a "true solo" run, or if you are running with H/H or other players, and how many of each are with you
Don't record "value of merch fodder", rather record with the following categories:
# of green items dropped
# of gold items dropped (break down into weapons and salvage items)
# of purple items dropped (break down into weapons and salvage items)
# of blue items dropped (break down into weapons and salvage items)
# of white items dropped (break down into weapons, collectible drops, and salvage items)
# of times rare crafting materials dropped, and total amount dropped per run
# of times common crafting materials dropped, and total amount dropped per run
# of times gold dropped, and total amount dropped per run I like the idea. The detail would be fantastic and would likley reveal a lot. But, this kind of orginization and dedication would be very difficult to organize. I was a firm believer that the Anti Farm Code no longer existed but my research latley has been reflecting to opposite. In that some form of the AFC does in fact exist. I took one day off of the run then did again the next day. 5 runs after 24 hours turned up 3 golds, 5 purples, 1 tome, 2 Lockpicks, 1 Red dye. Where the last farm day of 75 kills resulted in 2 golds, 1 lockpick and not much else except for mechant food.
Any random event (like loot dropping) can produce what looks like a pattern if not heavily tested. Personally, I believe that drops are truly random and are not affected by anything that a player can analyze or even control. That being said, the only true way to determine this would be to have many players do the same run repeatedly over a large amount of time and record all their drops in a categorized system (I'm thinking about 100 players doing at least 100 runs/day over at least 30 days). They would all have to do exactly the same run (which is hard to do, just look at [wiki]Vanquisher[/wiki] score variance for how different the spawns can be in a given area). They would also have to record relevant data (starting district, run day and time, build used, etc) to go with each run. This would establish an initial pattern. Then a group of players of similar size would have to do the same thing for a different run. If they get the same pattern, then you might have a pattern, but you'll need to do it at least one more time to prove that it wasn't a fluke that they matched. If not, then you've basically proved that there isn't a pattern.
Obviously, a scientific experiment of this proportion is a large undertaking, and I am by no means volunteering to support it in any way. I'm just trying to put the quote above into perspective. I believe that the OP was trying to start something similar in this thread, and made a good start at it. I would suggest the following:
Record each run individually, not in groups of 10.
Record the total number of enemies killed per run, and also record the number of bosses killed
Record starting district for each day. Start from the same district all day long.
Record area/mobs farmed, and farm same run for the entirety of the experiment.
Record if this is a "true solo" run, or if you are running with H/H or other players, and how many of each are with you
Don't record "value of merch fodder", rather record with the following categories:
# of green items dropped
# of gold items dropped (break down into weapons and salvage items)
# of purple items dropped (break down into weapons and salvage items)
# of blue items dropped (break down into weapons and salvage items)
# of white items dropped (break down into weapons, collectible drops, and salvage items)
# of times rare crafting materials dropped, and total amount dropped per run
# of times common crafting materials dropped, and total amount dropped per run
# of times gold dropped, and total amount dropped per run I like the idea. The detail would be fantastic and would likley reveal a lot. But, this kind of orginization and dedication would be very difficult to organize. I was a firm believer that the Anti Farm Code no longer existed but my research latley has been reflecting to opposite. In that some form of the AFC does in fact exist. I took one day off of the run then did again the next day. 5 runs after 24 hours turned up 3 golds, 5 purples, 1 tome, 2 Lockpicks, 1 Red dye. Where the last farm day of 75 kills resulted in 2 golds, 1 lockpick and not much else except for mechant food.
fir
I think the AFC is a bit diffrent cause I farm a-lot with my ele and sometimes I go to Nigthfall and there you have all those do not touch doors and tressure chest moslty you get 2k and a goldy from it ... wel when I do it with My ele opening like 8 from those the drops where 8 prple and te money was 5 k together. with my ranger the same I opend the 8 same ''chests'' he ended with 2 rubies and 6 goldies and the money was 25k ..... so I think when you farm a lot in any area your charecter gets a bit nerfed for a few days or something :P but any gw isnt only about farming :P
Xylia
Quote:
Originally Posted by fir
I think the AFC is a bit diffrent cause I farm a-lot with my ele and sometimes I go to Nigthfall and there you have all those do not touch doors and tressure chest moslty you get 2k and a goldy from it ... wel when I do it with My ele opening like 8 from those the drops where 8 prple and te money was 5 k together. with my ranger the same I opend the 8 same ''chests'' he ended with 2 rubies and 6 goldies and the money was 25k ..... so I think when you farm a lot in any area your charecter gets a bit nerfed for a few days or something :P but any gw isnt only about farming :P
Again, two sets of chest runs aren't enough to establish a pattern, and they are only available every 30 days or so for each character, so it would be even more difficult to coordinate anything that creates a pattern.
Also, I'm guessing that chest drops are determined separately from monster drops, so they may not be affected by the same AFC at all.
Also, I'm guessing that chest drops are determined separately from monster drops, so they may not be affected by the same AFC at all.
kumiel
Quote:
Originally Posted by fir
I think the AFC is a bit diffrent cause I farm a-lot with my ele and sometimes I go to Nigthfall and there you have all those do not touch doors and tressure chest moslty you get 2k and a goldy from it ... wel when I do it with My ele opening like 8 from those the drops where 8 prple and te money was 5 k together. with my ranger the same I opend the 8 same ''chests'' he ended with 2 rubies and 6 goldies and the money was 25k ..... so I think when you farm a lot in any area your charecter gets a bit nerfed for a few days or something :P but any gw isnt only about farming :P
It has been proved that those chests drop worse stuff the 2nd or 3rd time you open them on a character. I'm guessing it was your Elementalist's 2nd or 3rd time at least and first for your ranger. That has nothing to do with anti farming code though...
Chico
Quote:
Originally Posted by Hissy
Just my opinion, but I don't think it shows anything significant. I think you need to keep recording for much, much longer to get anything statistically meaningful.
My interpretation of your results so far: You were quite lucky on day1, less lucky on days 2 and 3.
I think it shows something significant (Trends are quite significant) but as OP said, we need much more data to try to get to a conclusion.
My interpretation of your results so far: You were quite lucky on day1, less lucky on days 2 and 3.
I think it shows something significant (Trends are quite significant) but as OP said, we need much more data to try to get to a conclusion.
fir
Quote:
Originally Posted by kumiel
It has been proved that those chests drop worse stuff the 2nd or 3rd time you open them on a character. I'm guessing it was your Elementalist's 2nd or 3rd time at least and first for your ranger. That has nothing to do with anti farming code though...
yes iwth my ele I opened them all for the seccond time but with my ranger its alrdy his third time :P
Xylia
Quote:
Originally Posted by kumiel
It has been proved that those chests drop worse stuff the 2nd or 3rd time you open them on a character. I'm guessing it was your Elementalist's 2nd or 3rd time at least and first for your ranger. That has nothing to do with anti farming code though...
Do you have a link to where proof of this is provided? I see several theories in the [wiki]Treasure[/wiki] wiki, but if you look in the discussion page, none of them have much backing data and counter arguments have been presented, as well.
Do you have a link to where proof of this is provided? I see several theories in the [wiki]Treasure[/wiki] wiki, but if you look in the discussion page, none of them have much backing data and counter arguments have been presented, as well.
Smokin elementalist
i farmed raptors for a bit a few days ago and i have come to the conclusion that drops are very randomized
I've gone without golds or greens for a few runs then about 5 or so runs later i get 3 golds and the green i know this is nothing to base an idea on but it proves that either i'm very lucky or farming code doesn't exist or its not nearly to the extent most people think
I've gone without golds or greens for a few runs then about 5 or so runs later i get 3 golds and the green i know this is nothing to base an idea on but it proves that either i'm very lucky or farming code doesn't exist or its not nearly to the extent most people think