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  • #31
    Critical Successes

    how about a critical success type thing, only happens every once in a while, and on combine it provides two items instead of one...





    --Mezzum Shmezzum--
    --Erudite Enchanter of the 54th Illusion--

    --< Clan Dankmahr >--
    --Saryrn--

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    • #32
      I'd like to see a wear indicator on the items.. or someway that they degrade over time and have to be replaced or repaired. Items I made 3 years ago are still in use... in RL they break and are either repaired or replaced. That would open up a market for the tradeskills. Which IMHO is more of what we need then more recipes, quest or anything else
      Mdaisy Shadowbladde
      58 Druid on Brell

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      • #33
        Back to the topic at hand, this was pulled off Magetower which was in turn pulled off EQBeastlord but it is tradeskill related.



        Scott also mentioned that when he came onto the Live team about 2 years ago, the first thing he did was run about a billion cycles through the Random Number Generator. He was sure the the thing was streaky as all-get-out and needed to be tweaked. What he found was that over said billion cycles, the distribution was almost perfect. RNG is actually random. He did say that the immense length of the string necessary to get said perfect distribution might be a little long, which is why we tend to see so many streaks, and I believe he said they were checking that to perhaps shorten that string.

        So according to Scott Hartsman, the RNG is pretty OK. Please dont shoot the messenger.
        Tillik Vulcanus
        Gnome Conjurer of the 55th Summoning
        Baking-250+Trophy! ~ Pottery-200 ~ Brewing-200 ~ Smithing-188 ~ Tailoring-167

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        • #34
          Originally posted by Mdaisy
          I'd like to see a wear indicator on the items.. or someway that they degrade over time and have to be replaced or repaired.
          This will not happen in EQ1 ever. Even EQ2 has moved away form general gear decay to decay only on death.
          Itzena Alhazared, Revenant of {Planeteers}, Vallon Zek. And also a seamstress.
          Gelcea Macha, Wandering Animist of Tarew Marr. Will be a smith, one day.


          "If it cannot hatch from it's shell, the chick will die without ever truly being born. We are the chick; the world is our egg. If we don't break the world's shell, we will die without truly being born. Smash the world's shell, for the Revolution of the World."

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          • #35
            Originally posted by eniamn
            angelsyn. what type of aug would be made by something with a lot of stats though? my sol ro rings. would love to aug a couple other things with them. then i sticking on +str stuff but have gotten massive +mana and int and fr augs. just curious.

            plat sink. make vials of mana from a merchant. about 5pp above enchanter cost item. many ppl wouold go ahead and get from merchant rather than mess with chanter.
            1. Obviously there would have to be a limit on what could be used or turned into Augments... I mean, turning a Valorium Ring of Galantry into an Augment with the same stats?!?

            2. This isn't nearly the issue it was before... what with the Mass-Imbue, Mass-Enchant & Mass-Vial spells, plus the Bazaar.
            Angelsyn Whitewings, Cleric of Tunare for 66! Seasons.
            Grandmistress Smith - 300, Grandmistress Tailor - 300, Potter - 300, Jeweler - 300, Brewer - 200, Baker - 200, Fletcher - 200, Fisherwoman - 169
            Keyne Falconer, Paladin of Erollisi Marr for 66 Seasons.
            Grandmistress Baker - 300, Grandmistress Blacksmith - 300, Potter - 200, Brewer - 139, Tailor - 91

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            • #36
              Here is a great idea for a plat sink.

              Stat food for your horse/drogomor.

              Currently drogomors and horses eat the same food you and I do. I doubt it would be too much trouble to make them require a special food. You could have regular horse feed at a modest price and then have more exotic feeds that would increase stats or have effects while the player was mounted.


              This would give people more reasons to buy a horse/drogomor in the first place as well as add a consumeable items to the game to remove plat. You could even have some of the exotic food tradeskilled.

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              • #37
                How about for the random stats to seperate them into a different combine?

                So you make your armor just as normal and it produces the same item always. Then with this base item you have the option to 'roll' for more random stats by combining it with say Bristlebane's Oil of Chance - which would produce a similar item with more random stats but one that could not be rolled again (to prevent people making an item once and rolling till they get a good one). This way the person who's scrounged and saved for an armor combine isn't risking getting a bad item even if the combine is a success - but you can still have more random results for those who want to try their luck.

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                • #38
                  Fan Faire Info

                  I attended the end of the first tradeskill session, and one of the others that had a lot less people. Things that came up:
                  • They will look into creating a "portable still" for on-the-go brewing.
                  • They are looking to round out all the recipe items, giving each race some cultural recipes. Gnome tailoring was mentioned twice.
                  • They will look at the higher end recipes. They did not realize that many of the higher end recipes required access to the upper end zones.


                  I'll post more if I think of them.
                  Blat Splat
                  65th Rogue

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                  • #39
                    Re: Fan Faire Info

                    Originally posted by Blat Splat
                    They will look at the higher end recipes. They did not realize that many of the higher end recipes required access to the upper end zones.
                    How does one not notice that when they implement it?
                    Tinile, 85th Druid of the Seventh Hammer
                    1750 - 3/12/04, Still plugging away at 2100...
                    Baking 300 | Blacksmithing 273 | Brewing 300 | Fletching 300 | Jewel Craft 300 | Pottery 300 | Tailoring 267

                    Namarie Silmaril, Enchantress of the 67th level
                    Baking 135 | Blacksmithing 123 | Brewing 200 | Fletching 168 | Jewel Craft 250 | Pottery 199 | Spell Research 200 | Tailoring 165

                    Mumtinie, cute little mage of the 61st level
                    Tinkering 243 | Research 201 | Tailoring 110 | Blacksmithing 104 | Pottery 76

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                    • #40
                      Well

                      I missed the tradeskills forums Friday *grumbles loudly into his beard*, but did get the chance to talk to the new tradeskills guy Saturday.

                      I told him I had recently gone though 327 combines for a single skill up (201 - 202) in Blacksmithing. All of these skill up attempts were with a WIS of 230-255.

                      My question was: "Is there any way to code tradeskills to give a small additional percentage chance of a skill up per XX number of attemtps." The basis behind this would be that even if you fail, you are still learning something every time you try to make something!

                      Example... (and this is only an example btw, I have no idea the actually base percentage for skill ups)

                      For the sake of arguement, lets say we have a base 5% flat rate chance to get skill up. With the small percentage addition I proposed, for every time you attempt a skill up combine in a specific trade and do NOT get a skill up you'd get, oh, say a 0.2% chance of a skill up added. So, for every 5 combines without a skill up you'd get a 1% bonus chance increase. For every 100 attemtps without a skill up you'd have raised your bonus percentage to 20%, for an overall 25% chance to get a skill up. And of course, when you DO finally get a skill up, you reset to the base chance again for the next skill point attempt.

                      This would virtually eliminate obscene 300+ skill up attempt runs, while still making it very possible to go over 100 attempts before skilling up.

                      He seemed interested in the idea, but could of course not say if something like that could be implimented. I'd love to see it, and maybe we will someday, but *shrug* we'll see eh?

                      *****************************

                      RE: Does SOE intend to do anything to make trade skills fun.

                      Ummm... I would have had some sharp words for someone who asked a question like that. Real nice way to start out a new person's tenure as SOE's tradeskills guru.

                      Trade skills ARE fun.

                      You either like 'em, or you don't.

                      Nothing SOE does to tradeskills will change that.

                      Even after 327 smithing combines, I'm STILL smithing, because I enjoy the skill. I may get frustrated sometimes, and so does everyone who works tradeskills, but I LOVE the trades!
                      Last edited by Balkin; 10-02-2003, 09:17 AM.
                      Balkin Ironfist (Ominous Deeds)
                      56th Myrmidon of Brell Serilis
                      Xegony

                      "Every day of my life forces me to lower my estimate of the average IQ of the Human Race."

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                      • #41
                        /agree with that. i like tradeskills. i also have a high tolerance for boredom on some of the runs which helps get back to the cool stuff.

                        Maker of Picnics.
                        Cooker of things best left unidentified.
                        "Grimrose points to the sky. Look! Up in the sky, it's a bird, no, a plane, no it's Picnic-Man. It's Emiamn, a mild mannered tradeskiller by day but daring handsome crime fighter at night. Spreading peace and joy to norrath with his mighty Picnics!"

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                        • #42
                          Just an FYI, I'm still on vacation so Monday is the soonest I'll be able to go through my notes and post what was discussed. But I think I got notes on almost everything that was said, so there's a lot to report. Hopefully should be worth the wait
                          Last edited by Lothay; 10-03-2003, 03:23 PM.
                          Retiree of EQ Traders...
                          Venerable Heyokah Verdandi Snowblood
                          Barbarian Prophet & Hierophant of Cabilis
                          Journeyman Artisan & Blessed of Brell
                          EQ Players Profile ~ Magelo Profile


                          Smith Dandi wipes her sooty hands on her apron and smiles at you.

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                          • #43
                            What he found was that over said billion cycles, the distribution was almost perfect.
                            I dabble a bit in simulations at work, so know just enough about RNGs to be dangerous, but I believe just checking a huge amount of numbers for an even distribution is not enough. You also have to check for dependencies from number to number. I think testing 2 consecutive numbers would be called a 2nd dimension test, checking 3 would be 3rd dimension etc.

                            Given that many people think the RNG is notoriously streaky, perhaps a more rigorous test is required. Then again, I don't think each player is assigned their own RNG, which is really the only way you would get streaks if the RNG was actually bad.

                            I've always suspected that they have temporary adjustments to success rates, for example, once an hour they may recompute a number which adjusts your nominal success rate up or down by some percentage.

                            For example, as a melee with Combat Fury 3, although relatively low dex, I'm supposed to crit about 1.5% of the time say. But I can sometimes go 20 minutes while swinging continuously without a crit. My weapon has 44 delay and I have 61% haste, so in 20 minutes that is (20*60)/(4.4/1.61) or 439 swings. The odds of no crits in that 20 minutes using these numbers is (1-0.015)^439 or 0.13% or 760 to 1.

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                            • #44
                              Hello-

                              I am by no means a mathematician. (Nor a good speller) However - this line strikes a chord of sorts with me:

                              Originally posted by Cedor
                              The odds of no crits in that 20 minutes using these numbers is (1-0.015)^439 or 0.13% or 760 to 1. [/B]
                              I will presume that the formula you state is correct - as it looks like something found on an alien artifact to me....

                              However - the end is clear - you have a 1 in 760 chance of NOT getting a crit in the 20 minutes.

                              Thats not a big deal. Really. Think about it - sure - its pretty rare - but = how many '20 minute' groupings do you go through yourself? How about other people? I would guess that there are over 1000 people in combat on most servers on the evenings and weekends - and that most will have total fight times of over 20 minutes. If they all had just 40 minutes (double your length) then I would expect about 3 instances of no crits for the stated period of time. Does not seem too big of a stretch to me.... Of course - that fact that YOU experienced it - and not someone lese - well - thats just the way the goblin-head drops sometimes!

                              Dhomal the Scavenger

                              "Never tell me the odds! It will confuse me."

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                              • #45
                                760*20 works out to about 10.5 days played. I have plenty more than 1 20 minute gap without crits in that time.

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