Price Check for 6L
To say a Dev wouldn't know the ballpark percentage is absurd. Firstly, if I was the Dev I would code it from starting principles: I would shoot for a targeted set of odds for each outcome.
Doing that is fundamentally easy and rather run of the mill for something that only has 7 high level outcomes: 0L 1L 2L 3L 4L 5L 6L Each "L" level would be determined by a RNG roll and then run through a simple parse. As the Dev you set the range of RNG, you define the parse, and you therefore easily make targeted odds. Edit: There are numerous methods to manage the random rolls. The idea that a Dev/coder has no idea what his program does is patently absurd. Last edited by Tarrnation#3226 on Feb 23, 2013, 4:25:23 PM
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Mark has explained the code before in a post that I can't look up right now.
In short, you have X sockets to start with (ordered from top left to bottom right), and each of 1(unlinked),2,3,4,5,6L have probabilities of occuring (with 5/6L being biased against, or harder than a purely random chance). You roll on the probabilities up to X, make that link, then continue to roll on the X-linked sockets recursively until you've exhausted all your sockets. Ex: 6 socket armor. You roll against 1,2,3,4,5,6L and get a 2L. Now it's a 4 socket armor. You roll against 1,2,3,4L and get a 2L. Now it's a 2 socket armor. You roll against 1,2L and get a 2L. No sockets remaining. Final configuration is 2-2-2. Last edited by pneuma#0134 on Feb 23, 2013, 4:32:21 PM
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Seems reasonable to me, from a coding perspective. I might've done it a different way but like I said there are numerous ways to reach the end goal here, with pros and cons (i.e. server load, ease of reconfiguring quickly, code obfuscation, etc).
I just couldn't accept that the Devs wouldn't have a tight rein on the overall odds... |
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Of course the devs know the odds.
However they NEVER EVER said the chance to get a 6 linked is 1:300. This is a number made up by users. |
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(This was to Tarnation.) Oh no, of course not. There's very little incentive for them to tell people what the odds are, though.
Regardless, given the massive amount of fusings that have been used in the last two years, it's getting easier every day to just give the accurate statistical answer. Last edited by pneuma#0134 on Feb 23, 2013, 4:45:33 PM
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"I can see arguments both ways for releasing the odds, though at the end of the day I think two facts speak clearly on it. 1) By not releasing the odds the Devs ensure a degree of mystery in the game, 2) which in turn will lead to players becoming interested in trying to uncover the mystery, and creating fan sites / wikis / guides (i.e. increasing the game's social reach) at the same time. And, obviously, knowing the odds can be demotivating. There's a reason Las Vegas casino dealers don't say "The odds of that are 1:5000, are you SURE you want to bet that $100??" |
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" Exactly - I was about to say of course the devs know the odds they just may not necessarily want to share them for obvious reasons and to allow the community to grow and share knowledge. |
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