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Old Jan 10, 2006, 03:00 PM // 15:00   #21
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The drop system has been carefully thought out and implemented. It's not the result of a computer generated random number.

Anyway, the above poster is right. Play for fun, not drops.
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Old Jan 10, 2006, 03:01 PM // 15:01   #22
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Quiters must dieeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee eee
No good drops to quiters quiters must dieeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
Quiters suks quiters must dieeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
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Old Jan 10, 2006, 03:05 PM // 15:05   #23
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Originally Posted by MMSDome
i hope that A-Net is workjing doing that somehow on purpose so people stop Oro Farming and FA farming and learn to make money the real way instead of cheapishly doing it over and over again. Props to the guy who got all 3.
What's the "real" way, then? Become a trader and screw new players by selling them overpriced items?
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Old Jan 10, 2006, 03:44 PM // 15:44   #24
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Btw, when you just sit around at the start of a mission and don't get involved with anything at all, you don't get drops.

I sort of suspect that you need to be involved in the fight with the small group of enemies to get a drop. As anyone who has ever pulled a mob will acknowledge, mobs are usually small groups of 3-6 enemies that probably work together like the player parties. If you are involved with either one of them, you are considered for a drop.

Involvement can be anything, really, being hexed, conditioned, damaged, but also supporting characters who are interacting with the enemies, or attacking the enemies. If you do that, even once, you can get a drop from any enemy in that group.

I think, once you are considered for a drop in a group, you are 'randomly' picked. But you need some form of basic involvement to the fight. It doesn't have to be damage, it can be anything. You could target the enemy and run to it, and never even use a skill or attack, if it got killed before you got there

Anyway, I suspect it works like that, in any way, it's the impression I have gotten from playing. If it's not like this, it should be like this at any rate Of course other factors are involved too, like for example, if you have been in a certain area too many times, your drops will gradually get crappier.

Also, if someone get's lucky a few times in a row, it doesn't prove anything by saying how small the odds are. Not only does it make no difference for the PC as to what a good drop is (since it's very subjective), but every time you kill a boss, the odds are the same. If for example, the odds are 0.20, it's 0.20 every single time.

Last edited by Lexar; Jan 10, 2006 at 03:49 PM // 15:49..
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Old Jan 10, 2006, 03:51 PM // 15:51   #25
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i found that the more runs i do the more greens i get...its not hard to get a party together or Oro. The usualy Oro party is 8 as they want the mission too, plus u need the extra's for cannon fodde, so if you take all hench you can run this run for ages (kill bortak or w/e n then run outside sorrows get oro n back in) n the only one who will leave is you.

It is completely random how drops are allocated....at least there wasnt 2 of you (in UW with my SS necro n 55 monk n all the drops were for me [all the decent ones] think how peeved he must have felt) Don;t complain just run
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Old Jan 10, 2006, 03:56 PM // 15:56   #26
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You shouldn't leave, who's to say the next drop wouldn't be for you? That's how chance works, and that's why people get addicted to it
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Old Jan 10, 2006, 07:03 PM // 19:03   #27
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Quote:
Originally Posted by Lexar
Btw, when you just sit around at the start of a mission and don't get involved with anything at all, you don't get drops.

I sort of suspect that you need to be involved in the fight with the small group of enemies to get a drop. As anyone who has ever pulled a mob will acknowledge, mobs are usually small groups of 3-6 enemies that probably work together like the player parties. If you are involved with either one of them, you are considered for a drop.

Involvement can be anything, really, being hexed, conditioned, damaged, but also supporting characters who are interacting with the enemies, or attacking the enemies. If you do that, even once, you can get a drop from any enemy in that group.

I think, once you are considered for a drop in a group, you are 'randomly' picked. But you need some form of basic involvement to the fight. It doesn't have to be damage, it can be anything. You could target the enemy and run to it, and never even use a skill or attack, if it got killed before you got there

Anyway, I suspect it works like that, in any way, it's the impression I have gotten from playing. If it's not like this, it should be like this at any rate Of course other factors are involved too, like for example, if you have been in a certain area too many times, your drops will gradually get crappier.

Also, if someone get's lucky a few times in a row, it doesn't prove anything by saying how small the odds are. Not only does it make no difference for the PC as to what a good drop is (since it's very subjective), but every time you kill a boss, the odds are the same. If for example, the odds are 0.20, it's 0.20 every single time.
If you sit at the start of the mission, eventually you will be out of the range to receive drops. Try it sometime, have two people split up and fight their way away from each other, you will notice that drops will be random for either one until a certain point when you are both too far away from each other to possibly get a drop from what the other is doing.

This is also why the person who posted farther above who stayed back at the Great Northern Wall and killed Charr while the rest of the group went ahead got most of the drops.

The problem with SF farming is that people do it over and over and over and over and over again. And like most farming, repeatedly farming the same area will hurt your drops. If the tank in this group hasn't farmed SF for quite a while, but everyone has, the drops are going to be much better for him.

Look up other threads about this and you'll find a lot of evidence that pretty much proves what I've said. Or just try it yourself. Have a few guildmates farm SF for like 7 days in a row, eventually their drops will start getting pretty bad, then you join them on the 8th day and you should be getting some pretty good drops.

Don't take my word 100% on this though, because it is still random, by saying get better drops, I do not mean get all green drops. Though...I wouldn't be surprised if you did get all green drops.
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Old Jan 10, 2006, 07:47 PM // 19:47   #28
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Quote:
Originally Posted by Fantus
What's the "real" way, then? Become a trader and screw new players by selling them overpriced items?

Hmmm...I don't know...not SF, ToA over and over and over and over and over and and over and over..then switch to griffens with drops start to suck then that over and over and over and over...then on the ettins...

you get the idea? Well not that.
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Old Jan 10, 2006, 10:33 PM // 22:33   #29
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Random =/= evenly distributed
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Old Jan 11, 2006, 01:17 AM // 01:17   #30
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Someone told me if you have a higher rank, you'll get better drops than the person with lower or no rank. I don't belive in this at first, but whenever I go farming with my friend (he's rank=9, me rank=0), 9 out of 10 times he's always get the good drop. hmmmm....
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Old Jan 11, 2006, 01:24 AM // 01:24   #31
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Quote:
Originally Posted by striderkaaru
i think there's something that people need to understand about computer programs and the random number generator.

it's true that drops and such have no criteria and are "random." however, this isn't truly as random as people think. computers are incapable of true randomness, and even the random number generator is based off of a calculation. these calculations use what is called a "seed." most use an ever changing seed, such as system time, in order to simulate randomness. it is only a simulation of randomness, and thus, there are chances of it being not so random. this is just the way computer programs work, and you can't do anything about it.

with that said, people complain about fairness. you could suggest implementing something which allocates things fairly. however, someone mentioned earlier that some greens are worth more than others. everyone in a group could get the same number of greens, but someone will always b*tch about how one person is getting all of the "good" ones.

the fact of the matter is, if you don't have a better solution to way the drops work, know your role and shut your mouth. when you take the time to farm an area, you know that drops are "random." thus, you know that drops are not guaranteed and yet, you still invest the time. it is a gamble that you make with your time, you may come out with something, and you may not. you know that, but you still take the chance.

anet has been doing a great job with this no monthly fee game.
quit your whining and play it.
In fact I *do* have a better solution to the drop system.

1) Implement an auction house system.

2) It's trivial for the system to over time compile and correlate selling prices with "true value" of items, rather than just the merchant price.

3) From this data good drops can be allocated in a round robin fashion. How hard is that to implement?
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Old Jan 11, 2006, 02:49 AM // 02:49   #32
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I get better drops on Tuesday afternoons when its raining.
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Old Jan 11, 2006, 03:21 AM // 03:21   #33
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Quote:
Originally Posted by Sereng Amaranth
I get better drops on Tuesday afternoons when its raining.
i personally get the best drops on sundays at noon. i think it depends on when you got the game




[/major sarcasm]
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Old Jan 11, 2006, 04:46 AM // 04:46   #34
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Quote:
Originally Posted by generik
In fact I *do* have a better solution to the drop system.

1) Implement an auction house system.

2) It's trivial for the system to over time compile and correlate selling prices with "true value" of items, rather than just the merchant price.

3) From this data good drops can be allocated in a round robin fashion. How hard is that to implement?
i don't see how this is a solution.

1) auction houses are separate from the drop system. auctioning items still occurs AFTER a drop has been made. that guy with the 3 greens will then just be selling those 3 greens while the rest of you complain.

2) do you have any idea what kind of load it will be on the system if you are querying a database every time something dies?

3) is this a round robin distribution per instance or overall? if it is per instance, then taking your example, 3/5 people have just gotten greens. maybe 1 green was crap, leaving 2/5 people happy. the other 3 will still complain that the system is unfair. as it was mentioned earlier, implementing something that is "fair" and "random" is not possible.
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