Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire > Farming

Notices

Reply
 
Thread Tools Display Modes
Old Apr 16, 2008, 09:39 AM // 09:39   #341
Pre-Searing Cadet
 
Join Date: Jan 2007
Guild: Tyrian farmers
Profession: Mo/W
Advertisement

Disable Ads
Default

Quote:
Originally Posted by Skinny Corpse
I know it has become pretty big thread but we've been over this several times before..
We have different connections and even different ISP's.. we DO live in the same town but that's the only thing we have in common.
ok m8, i didn' notice...
etek is offline   Reply With Quote
Old Apr 23, 2008, 07:17 PM // 19:17   #342
Academy Page
 
Join Date: Mar 2007
Location: da Big Apple
Guild: The Amazon Basin
Profession: D/
Default

i've read the first few pages of this, but not them all, so forgive me if I've missed this.

First, it seems obvious to me that generating pseudo random variables based upon clock time is the way to go. It's almost definitely based upon server system time as well, so no rolling your clock back or anything

So syncing two entries generating 90% of the same loot makes a lot of sense to me. You'd absolutely want to do this kind of thing with a lazy algorithm, where generators are instantiated but not called unless they're needed. So seeds could be set at the beginning before anything is actually instantiated. This would indicate that all the seeds would be set immediately, with no delay for computation.

A couple ways to check that:

First, as a control, are you certain the location/spawn happens at the same time as the treasure generation? Meaning, if you miss a sync, are the drops different? Or is it possible to match seeds for items, but not for monster placement?

Second, are you certain that all drops are determined from a single pseudo-random number?

Here's how I would do a treasure generator... when a region class is instantiated, various parameters and a pseudo-random number generator are used to locate monsters. Also, N (where N is the number of species of monsters, each with their own set of droppable items) treasure-generator instances are created. Note the random numbers aren't actually allocated until the monster dies (lazy algorithm), but the generators are all instantiated.

The point being that different monsters have different potential items to drop. Is it possible that the difference is because you're hitting N-1 of the generators with the exact same seed, but the Nth is delayed a bit, or load balancing isn't quite perfect, etc, so that the two servers you are on take a bit different times to spawn the level and one generator is off.

So the second question: are the "non-identical" items coming from the same type of monsters? Or the same profession monsters? It seems obvious to me that different sets of items means multiple generators, not a causality due to build.

Last edited by CoonerTheRed; Apr 23, 2008 at 07:22 PM // 19:22..
CoonerTheRed is offline   Reply With Quote
Old Apr 25, 2008, 01:45 AM // 01:45   #343
Frost Gate Guardian
 
Join Date: Jul 2006
Profession: E/
Default

Quote:
Originally Posted by CoonerTheRed
First, as a control, are you certain the location/spawn happens at the same time as the treasure generation? Meaning, if you miss a sync, are the drops different? Or is it possible to match seeds for items, but not for monster placement?.
I don't know that anyone has really tested this, because setting up a sync is somewhat tricky in the first place. Since it takes 5-20 attempts to get it right, I usually ditch out as soon as I notice the spawns are different. I will say this, however: I had several near-syncs, where the initial two groups were identical, but not the rest. My first indication that something was wrong was that none of the drops corresponded.

Quote:
Originally Posted by CoonerTheRed
So the second question: are the "non-identical" items coming from the same type of monsters? Or the same profession monsters?
It's been a few weeks since I've tried any runs, so I might be a bit foggy in my recollections, but my sense is that when the drops didn't agree, it was because one creature didn't drop anything for one or the other character, not because that creature dropped two different items. It's nearly impossible to say precisely, though, since there's not really any way to tell one Skale Lasher apart from another if they are in the same group.

Quote:
Originally Posted by CoonerTheRed
... are you certain that all drops are determined from a single pseudo-random number?
Your hypothesis covers the appearance of the non-identical drops nicely; however, from a practicability standpoint, it seems less likely than the one-generator hypothesis. If I'm understanding you right, you'd need on the order of a hundred generators -- one for each monster, chest, etc. -- for each instance of each zone. Now, that could be done easily enough, but, imagining ourselves as the programmers here, what is the advantage over having a single generator? It's going to use up memory, clock cycles, and your time and effort, but won't produce significantly more "randomness".

The theory that makes the most sense to me is that all the drops are identical, it's just that certain drops are "filtered" or disallowed. In other words, all the drops are generated on zone-in and bound to a specific creature, each according to its own drop table. Then, when the creature is killed, some algorithm decides who gets the drop, if anyone. I'm not prepared to say what this algorithm keys on, but the number of kills within a recent timeframe, the number of times you've warped into a zone recently, and sheer randomness are the sorts of things that spring to mind. Loot-scaling would be tied up in this filtering action, also. Having said all this, however, remember that any theory about the inner workings of the drop mechanism is strictly speculation.
Nechtan Thaumaturge is offline   Reply With Quote
Old Apr 26, 2008, 04:39 PM // 16:39   #344
Pre-Searing Cadet
 
Dual Cannon's Avatar
 
Join Date: Apr 2008
Location: Behind you?
Guild: KISS
Profession: E/
Default

Wow, nice work fellas! And Nice dead swords too :P
Dual Cannon is offline   Reply With Quote
Old Jun 14, 2008, 05:34 PM // 17:34   #345
Forge Runner
 
Icy The Mage's Avatar
 
Join Date: Apr 2008
Location: Canada
Profession: E/
Default

Yep, I've always known that the drops were determined when you entered the place, not how/how fast you kill the enemies.

After 5000 or so Raptor Runs, I realized that using Sliver or Nuking produces the same loot at the end of the day...
Icy The Mage is offline   Reply With Quote
Old Jun 15, 2008, 12:48 AM // 00:48   #346
Lion's Arch Merchant
 
Join Date: Apr 2006
Guild: [HodK] Holy Order of Dwaynas Knights
Profession: Mo/Me
Default

how about , 1 person from this forum goes into the town u and your brother both record the runs, the person in town countsdown for you to enter, then when your done wait at the town, all join same party go outside together and drop all the loot on the ground so 2 videos.

because this is hard to believe
starlitesunset is offline   Reply With Quote
Old Jun 18, 2008, 07:24 PM // 19:24   #347
Pre-Searing Cadet
 
Join Date: Oct 2007
Guild: [HoD]
Profession: Mo/
Default

Quote:
This led me and my brother to dig a bit deeper to get some sort of proof of this or that.
So both of you got the same IP? Maybe it matters.

Anyway nice work
AntiLamer is offline   Reply With Quote
Old Jun 19, 2008, 04:22 AM // 04:22   #348
Lion's Arch Merchant
 
Skinny Corpse's Avatar
 
Join Date: Mar 2007
Guild: Company of Corpses [CoC]
Default

Quote:
Originally Posted by AntiLamer
So both of you got the same IP? Maybe it matters.

Anyway nice work
No we don't.

Different locations, different ISP's.
Skinny Corpse is offline   Reply With Quote
Old Jun 21, 2008, 12:27 AM // 00:27   #349
Lion's Arch Merchant
 
weretoad's Avatar
 
Join Date: Mar 2007
Guild: league of the elite
Profession: Me/
Default

gj fantastic work, but i don't totally believe my eyes! same stats is what puts me off
weretoad is offline   Reply With Quote
Old Jun 24, 2008, 04:41 AM // 04:41   #350
Pre-Searing Cadet
 
Join Date: Jun 2005
Default

I don't post here much but for what its worth, it is defiantly not the algorithm IS NOT IP related. My friend and I LAN all the time, we get very different drops, we will try this tomorrow since were on LAN it should be easier to sync.

Actually, ill just do the dual instancing of GW and use his and mine account, and make a global macro to enter UW or somthing.

Ill let yall how that goes.
The True SPitFire is offline   Reply With Quote
Old Jun 30, 2008, 03:50 AM // 03:50   #351
Academy Page
 
Join Date: Jun 2008
Guild: The Enternal Dragon
Profession: D/W
Default

Skinny Corpse How do you have 50 energy on your monk??

BTW good research but i cant get half of waht you got using your build.
Y Tim K is offline   Reply With Quote
Old Jun 30, 2008, 06:07 AM // 06:07   #352
Wilds Pathfinder
 
malko050987's Avatar
 
Join Date: Jan 2007
Location: Arad, Romania
Guild: The Arctic Marauders [TAM] - now recruiting!
Profession: R/
Default

You're not doing it right

As for the energy, he's probably using a focus along with some radiants.
malko050987 is offline   Reply With Quote
Old Jun 30, 2008, 02:24 PM // 14:24   #353
Lion's Arch Merchant
 
Skinny Corpse's Avatar
 
Join Date: Mar 2007
Guild: Company of Corpses [CoC]
Default

Quote:
Originally Posted by Y Tim K
Skinny Corpse How do you have 50 energy on your monk??

BTW good research but i cant get half of waht you got using your build.
I've got radiant insignias on every armor piece, as malko050987 said, a +5 energy
inscription on my weapon and the Grim Cesta wich gives ya +6 energy and +3 energy while enchanted.
All this plus the +4 morale boost.

Regarding the drops.. not every run looks like those we've chosen
as the one without golds, purples aren't good for comparison.. it's the rares and
purples that are interesting.
Skinny Corpse is offline   Reply With Quote
Old Jul 01, 2008, 02:26 PM // 14:26   #354
Wilds Pathfinder
 
Buzzer's Avatar
 
Join Date: Nov 2005
Location: Australia
Default

Sorry if this has already been covered but do you get the same items from chests too?
Buzzer is offline   Reply With Quote
Old Jul 01, 2008, 02:38 PM // 14:38   #355
Lion's Arch Merchant
 
Skinny Corpse's Avatar
 
Join Date: Mar 2007
Guild: Company of Corpses [CoC]
Default

Quote:
Originally Posted by Buzzer
Sorry if this has already been covered but do you get the same items from chests too?
Indeed we do.. both the same chest location and item from it.
Skinny Corpse is offline   Reply With Quote
Old Jul 01, 2008, 08:07 PM // 20:07   #356
Academy Page
 
Join Date: Jan 2007
Guild: Disciplez of Homer [DoH]
Profession: D/
Default

Sorry if this was mentioned before, but computers generate "random" code not so "randomly." They generate pseudorandom numbers from a function of its clock. Seeing as how it's very unlikely both of these two entered the areas at EXACTLY the same time, there may be a window for generating items, i.e. rand produces a value from 1-30, then this drops, 31-90, this drops, etc.

There's no use in trying to decipher the formula.. You're not going to a) find the formula's return values, and b) find which values correspond to which items.

It's just interesting on the game mechanics: drops aren't generated in real time. While loading, your item drops are predefined. It's most likely done this way to lighten server load.

That's my 2 cents.
Evera is offline   Reply With Quote
Old Jul 01, 2008, 11:19 PM // 23:19   #357
Lion's Arch Merchant
 
Join Date: Jan 2007
Default

Have you guys tried syncing with teams of 2 players?

This way we could also find out if the same loot is assigned to player 1 of team 1 and player 1 of team 2 or if individual 'who gets what' is decided on the fly. Don't you think it'll be interesting to know that?

Maybe at the start of the instance all the mobs are assigned their loot (proven already) but loot assignment to individual players within the instance is random. That would explain why some players 'feel' some of their chars are unlucky.
Chico is offline   Reply With Quote
Old Jul 02, 2008, 12:42 AM // 00:42   #358
Frost Gate Guardian
 
Join Date: Jul 2006
Profession: E/
Default

Quote:
Originally Posted by Chico
Have you guys tried syncing with teams of 2 players?

This way we could also find out if the same loot is assigned to player 1 of team 1 and player 1 of team 2 or if individual 'who gets what' is decided on the fly. Don't you think it'll be interesting to know that?
That does sound interesting. You'd need four participants, though. If anybody wants to try this in game but needs another player, whisper to me in game or leave a message here.
Nechtan Thaumaturge is offline   Reply With Quote
Old Jul 09, 2008, 05:47 AM // 05:47   #359
Frost Gate Guardian
 
Join Date: Jul 2006
Profession: E/
Default

Quote:
Originally Posted by Chico
Have you guys tried syncing with teams of 2 players?

...

Maybe at the start of the instance all the mobs are assigned their loot (proven already) but loot assignment to individual players within the instance is random. That would explain why some players 'feel' some of their chars are unlucky.
Well, I tried it out the other day, in a way. I used two accounts and set up both with Ogden Stonehealer and 600/smite-ish builds.

I ran two trials and found essentially the same thing in both cases. Discounting coin drops, slightly less than half of the total drops were shared. This is what you would expect to happen if two identical sets of drops were each randomly split two ways. Therefore, I'm going to go out on a limb and say that if you could look in Ogden's inventory, you'd find the majority of the missing drops. Needless to say, loot distribution is not fixed in the same way that drops are. The governing algorithm re-seeds the random number generator or otherwise injects another source of "randomness" into the process.

Also, I wanted to mention that on the second run the chest spawns did not correspond, although the creature spawns were identical. That's never happened to me before on a successful sync, but I remember someone asked about the possibility of this happening.
Nechtan Thaumaturge is offline   Reply With Quote
Old Jul 17, 2008, 03:54 PM // 15:54   #360
Frost Gate Guardian
 
Now Diabolical's Avatar
 
Join Date: May 2008
Guild: Team Everfrost [eF]
Profession: A/
Default

Hello,
I hope this wasn't mentioned at all.
Of course, in german Forums is the Synchronisation also discussed.
And i have an idea.

In my opinion, it is as legal as using Texmod.

First, you need two Guild Wars Accounts.
After managing that, you need a Logitech G15 Keyboard with KeyboardProfiler or anything similar.
Then you need the Tool to star Guild Wars twice on one Computer.
Now you put "Always Running" (Standartkey is "R") on one G-Key, maybe G5.

Then you start both Clients with this Guild Wars Profil in the KeyboardProfiler.
Then put both Chars next to each other, walk through the next Portal and farm.

I would try it by myself, but i don't have two Accounts.

If this was already mentioned, i never wrote something.

Good Luck,
Now
Now Diabolical is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Chest drop rates/Lockpick success rates LeetScythemaster Sardelac Sanitarium 10 Nov 20, 2007 12:36 PM // 12:36
Drop Rates? Metal Herc The Riverside Inn 3 Jul 16, 2007 03:33 AM // 03:33
Drop Rates SiLKy Questions & Answers 4 Jan 03, 2007 09:22 PM // 21:22
Stur Sardelac Sanitarium 54 Jun 06, 2005 09:15 PM // 21:15


All times are GMT. The time now is 12:12 AM // 00:12.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("