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Valguarnera | Mon 07-Jul-03 03:56 AM |
Member since 04th Mar 2003
6904 posts
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#1555, "Because I'm soooo sick of hearing about the AP/charge thing:"
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We do take these sorts of concerns seriously. Thanks to Zulghinlour Industries, Inc., we have ways to track this sort of thing, and ask "Are APs getting screwed?" in a scientific way rather than an anecdotal one. I fished in the data, and threw roughly three months of AP kills into a spreadsheet. The results:
Given the toughness of opponents, the expected number of charges handed out over this time period would have been 543.66. The actual number of charges handed out was 539, which is within 1% of the expected value. Given the size of the data set, this is within statistical noise.
Ancrhuljin (whose entire career is inside the above data set) should have expected 101.98 charges over his lifetime, given who he killed. He collected 99. A little low, but also within statistical noise, given the smaller data set.
The slight discrepancy is even in the direction you'd expect. If an AP player convinces himself to delete after his first real bad streak, you'd expect a slight lowering of the observed average. (Random variation with a guaranteed negative streak at the end will result in a slightly low average.)
In other words, stop blaming the random number generator. It's doing its job.
Valguarnera, Number Cruncher valguarnera@carrionfields.com
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RE: Because I'm soooo sick of hearing about the AP/char...,
Evil Genius (Anonymous),
07-Jul-03 07:59 AM, #2
lots more, because he'd have been able to multi-kill ne...,
incognito,
07-Jul-03 12:04 PM, #4
RE: Because I'm soooo sick of hearing about the AP/char...,
Valguarnera,
07-Jul-03 12:51 PM, #6
RE: Because I'm soooo sick of hearing about the AP/char...,
Boldereth,
07-Jul-03 07:27 AM, #1
RE: Because I'm soooo sick of hearing about the AP/char...,
Quislet,
07-Jul-03 09:41 AM, #3
RE: Detect Magic-like thing,
Valguarnera,
07-Jul-03 12:40 PM, #5
RE: Detect Magic-like thing,
Boldereth,
07-Jul-03 03:01 PM, #7
RE: Detect Magic-like thing,
Krivohan,
07-Jul-03 03:51 PM, #8
RE: "Badass Detector",
DwE,
07-Jul-03 03:57 PM, #9
RE: Detect Magic-like thing,
Vladamir,
07-Jul-03 05:53 PM, #10
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#1557, "RE: Because I'm soooo sick of hearing about the AP/char..."
In response to Reply #0
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How many charges would he have received had the "new improvement" to charges not gone in?
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incognito | Mon 07-Jul-03 12:04 PM |
Member since 04th Mar 2003
4495 posts
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#1563, "lots more, because he'd have been able to multi-kill ne..."
In response to Reply #2
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Is that a good thing? I think it is bad if an ap benefits too much from multi-killing or killing people who unghost or naked people.
Under this new system, people like this get a bit of a break because they become worthless to an ap's axe, pretty much.
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Boldereth | Mon 07-Jul-03 07:27 AM |
Member since 04th Mar 2003
197 posts
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#1556, "RE: Because I'm soooo sick of hearing about the AP/char..."
In response to Reply #0
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It would be cool if an AP could sense how powerful his target was, in a similar manner to how detect magic displays mana left. I could ellaborate, but I think what I'm saying speaks for itself. Thoughs, Valginator?
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Boldereth | Mon 07-Jul-03 03:01 PM |
Member since 04th Mar 2003
197 posts
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#1569, "RE: Detect Magic-like thing"
In response to Reply #5
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Ok, how about making a spell that works sort of like vampiric touch. It does damage directly related to the amount of power they have, give it decent lag (a risky spell to use) but it would be a means of noticing these sorts of things. I think half the problem is that no one knows what specifically constitutes someone being weak. What they view as a skilled foe may in fact not kill that often. The guessing game is harder when you're not sure how to figure out who you are exactly supposed to be hunting. Another option is to make it sensable from blood splatters similar to how rangers can time things, it'd be neat to work in a way to "taste" the blood and discern info from that. Likes, likes?
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DwE | Mon 07-Jul-03 03:57 PM |
Member since 04th Mar 2003
358 posts
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#1571, "RE: "Badass Detector""
In response to Reply #5
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>I'd have concerns about people using that information in ways >contrary to what you're thinking. On other words, checking to >make sure someone is weak.
Not that I'm in love with the idea, but you could easily raise the minimum bar on this spell (or modified consider) to trigger when the person is worth more than 3x* the MRCA (most recently calculated average). Basically it becomes sort of a screen for the top 10%, not a way to single out the lower 65%. It would also rise and fall based on the playerbase's ability so when someone tough dies a few remaining people seem a little more buff than before and the reverse if someone starts to shine. If they've hit 5.2x* the MRCA, change the echo, etc.
* You control the horizontal and the vertical. Pick a number randomly to the tenth of a decimal on reboot for all I care.
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