May 02, 2007, 06:49 AM // 06:49
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#41
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Krytan Explorer
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Notice how there hasn't been a peep from Anet on this topic?
Feels like they flipped us the double bird, then ran away and hid.
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May 02, 2007, 06:50 AM // 06:50
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#42
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Academy Page
Join Date: Jul 2006
Guild: Ceasers X I Legion
Profession: W/Mo
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I dont think the anti farming code is gone. . .
I've been farming zehlon reach corsairs and I'll go there, farm say 4 times and I'll get a couple of golds + couple of purples then I'll start getting maybe one puple and the occasional gold
Then I go to bed, come back the next afternoon and it starts again
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May 02, 2007, 07:16 AM // 07:16
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#43
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Krytan Explorer
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Since Anet support asks us to post on fan forums for discussion on game issues (i.e. support issues), when can we expect a response from Anet's PR on this issue?
This is more that just random speculation. What's happening goes directly against what they have told us.
Last edited by Firebaall; May 02, 2007 at 07:19 AM // 07:19..
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May 02, 2007, 07:37 AM // 07:37
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#44
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Krytan Explorer
Join Date: Jan 2007
Profession: W/Mo
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Some sort of farming code is still in effect, I just don't know how it works anymore.
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May 02, 2007, 07:54 AM // 07:54
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#45
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Ascalonian Squire
Join Date: Jun 2006
Guild: TMG
Profession: R/Me
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Quote:
Originally Posted by shrouded^god
I agree, 55ing the minos outside of Ice Tooth with an SS used to yield pretty good results 4+golds, a few tomes, 2 chests or so plus 2-3k. Now its 2k max...1 chest, maybe a gold drop...So Im sure there is still some kind of anti farming for HM
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I've 'Wammo'd these minos on and off since the release of hard mode. To be honest all i've ever got is what you say you're getting now, some cash and the occasional nice drop. Never finished a run and gone 'wow, what a great run'.
(when you say 'chests' dropping, what do you mean?)
Cheers.
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May 02, 2007, 08:46 AM // 08:46
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#46
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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My piece of story is my Monk farming Corsairs:
run 1: 6 golds (!!!)
run 2: 3 golds (i was quite excited by now)
run 3: 1 gold, some purples (i assumed by now that first two runs were extremelly unlucky)
run 4-10: occasional gold, several purples
run 11 (people joined me on run to see how it works): 2 golds
run 12 (other people joined me on run to see how it works) 1 gold.
run 13-20: ocasional gold, mostly purples and dyes, last 2 runs were purple only.
After all runs i had 23 golds in storage ready for my identifier char
Now, this is very little runs done, but its hard to disregard this, being enormously lucky on first two runs and then unlucky for 18.
If i would test Chi Square on two hypothesis (note, i am doing falacy as in ideal test, you should work with all hypothesis and sample values greater than 5 aand if they are lower, you would have to collapse them):
The bigger chi is, the lesser propability of matching hypothesis basically.
What does it mean? i can say that with there s 19/20 chance that drop DO have decreasing dentecy, i can also say that there is 1/4th chance (actually first pass for that test was at 5%) that drops are even and i was jsut unlucky.
Now, all we need is area where you get 5+ golds per run and do about 33 runs.
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May 02, 2007, 09:15 AM // 09:15
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#47
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Wilds Pathfinder
Join Date: Aug 2006
Location: Scotland
Guild: Dragons of Torment (DOA)
Profession: Me/
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I don't think age of charcater has anything to do with what you get dropped, My oldes character, 12months and 1,500 hours spent on it, was geetiing the last few Elonan elites on Sunday, and amazingly got three green drops, these were the first I had recieved since the canthan increased rate a couple of months back.
With regard to gold drops I have seen roughoy the same amount either on or two in hard mode, I dont farm though, and this is when i have been tryign to vanquish, however i have noticed a smaller drop rate for lockpicks, when i first went out i was getting 1 or two per map when vanquishing now its one if i'm lucky
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May 02, 2007, 04:36 PM // 16:36
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#48
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Krytan Explorer
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I'm seeing what Zwei2stein had listed as well. Almost to the tee.
Loot sure as hell scales when you zone and rezone..... Now, can we expect Anet to be responsible, and actually tell us what the heck they are doing???
Even if it's a "Whoops, sorry", that's better than sticking your head in the ground like an ostrich, while humming loudly some top 40 pop crap.
***edited to add second comment***
Well,
Welcome to the new antifarm code.
I just got back from a 45 Cosair farm in hard mode. 11:00AM-11:45AM CST
1st run: 3 golds, many purples, crafting materials etc. (great, they reversed the crap cap on us)
2nd run: 2 golds, some purples, some crafting materials etc. (Hmmm...not as loose as the first run, but still, not bad!)
3rd run: 1 gold, one or two purples, crap. (yeesh....better chalk that up to bad luck)
4th run: 0 golds, a white or two....that's it. (ouch)
5th-8th run: Carbon copy of run #4. (Oh, screw you. "no scaling of loot", my hairy ass)
9th-? run: yeah right. I gotta go to work, and post up on Anet's support page (and by that I mean Guru). lol
There it is in nutshell.
Last edited by Firebaall; May 02, 2007 at 05:54 PM // 17:54..
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May 02, 2007, 05:46 PM // 17:46
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#49
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Frost Gate Guardian
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Honestly?
They have removed the "repeated entry" Antifarming code but didn't tell us that they introduced a completely different mechanism. Over the last days i've made an experiment, I asked 7 different people to observe their loot while farming. I explicitely told them to observe it in regards to killing speed.
All 7 of them came back to me with the same observation: The faster you kill a mob, the less likely you're to get loot. This perfectly back up an observation I made while CS Farming. The ultraslow Sliver Armor build which killed them one by one offered plenty of rares. Doing the same with a 55 HP Monk, the loot was almost nil.
Call it coincidence but imho loot now depends upon your speed of wiping a mob out. Try killing them slower and even moreso, not at the same time. See if your drops increase.
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May 02, 2007, 07:50 PM // 19:50
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#50
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Ascalonian Squire
Join Date: Sep 2006
Guild: Diversionary Tactics [DT]
Profession: R/Me
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u guys complain to much, go pvp and get pwned if u want complaining rights, or go get a life and learn that its all virtual and only there for enjoyment.
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May 02, 2007, 08:02 PM // 20:02
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#51
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Hall Hero
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Quote:
Originally Posted by Kas
Honestly?
They have removed the "repeated entry" Antifarming code but didn't tell us that they introduced a completely different mechanism. Over the last days i've made an experiment, I asked 7 different people to observe their loot while farming. I explicitely told them to observe it in regards to killing speed.
All 7 of them came back to me with the same observation: The faster you kill a mob, the less likely you're to get loot. This perfectly back up an observation I made while CS Farming. The ultraslow Sliver Armor build which killed them one by one offered plenty of rares. Doing the same with a 55 HP Monk, the loot was almost nil.
Call it coincidence but imho loot now depends upon your speed of wiping a mob out. Try killing them slower and even moreso, not at the same time. See if your drops increase.
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Interesting...Time to check it out. Now what farming builds do I have that make things slow...
Quote:
Originally Posted by Naga The Apocalypse
u guys complain to much, go pvp and get pwned if u want complaining rights, or go get a life and learn that its all virtual and only there for enjoyment.
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No thanks. It concerns us, therefore we care about it. I'm sorry the same cannot be said for you.
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May 02, 2007, 08:15 PM // 20:15
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#52
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Edmonton, Canada
Guild: [Liar]
Profession: Mo/
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Quote:
Originally Posted by Naga The Apocalypse
u guys complain to much, go pvp and get pwned if u want complaining rights, or go get a life and learn that its all virtual and only there for enjoyment.
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Drop the attitude. If this was a pvp type issue im sure you would be crying your eyes out in a similar thread. Save your "holier than thou attitude" for someone else, it's not needed or wanted here.
As for the killing ratio of slow to fast I will experiment with this tonight as well.
Last edited by Red-Tide; May 02, 2007 at 08:20 PM // 20:20..
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May 02, 2007, 08:17 PM // 20:17
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#53
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Edmonton, Canada
Guild: [Liar]
Profession: Mo/
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Double post, sorry.
Last edited by Red-Tide; May 02, 2007 at 08:20 PM // 20:20..
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May 02, 2007, 08:18 PM // 20:18
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#54
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Quote:
Originally Posted by Kas
Honestly?
They have removed the "repeated entry" Antifarming code but didn't tell us that they introduced a completely different mechanism. Over the last days i've made an experiment, I asked 7 different people to observe their loot while farming. I explicitely told them to observe it in regards to killing speed.
All 7 of them came back to me with the same observation: The faster you kill a mob, the less likely you're to get loot. This perfectly back up an observation I made while CS Farming. The ultraslow Sliver Armor build which killed them one by one offered plenty of rares. Doing the same with a 55 HP Monk, the loot was almost nil.
Call it coincidence but imho loot now depends upon your speed of wiping a mob out. Try killing them slower and even moreso, not at the same time. See if your drops increase.
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Interesting theory. Id like to see what the rest of the community gets if they try this.
I suggest killing 1 mob at a time to not kill them so fast.
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May 02, 2007, 11:21 PM // 23:21
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#55
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Krytan Explorer
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Quote:
Originally Posted by Kas
Honestly?
They have removed the "repeated entry" Antifarming code but didn't tell us that they introduced a completely different mechanism. Over the last days i've made an experiment, I asked 7 different people to observe their loot while farming. I explicitely told them to observe it in regards to killing speed.
All 7 of them came back to me with the same observation: The faster you kill a mob, the less likely you're to get loot. This perfectly back up an observation I made while CS Farming. The ultraslow Sliver Armor build which killed them one by one offered plenty of rares. Doing the same with a 55 HP Monk, the loot was almost nil.
Call it coincidence but imho loot now depends upon your speed of wiping a mob out. Try killing them slower and even moreso, not at the same time. See if your drops increase.
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If they wanted to implement anti-farming, this is probably the most fair way to do it. A normal player may kill 5 monsters per minute while a farmer may kill, say 20 monsters per minute. If ANet sets a specific rate that items drop, then killing monsters four times faster might only give you two times more items. They did say that their goal is to let farmers still make more items/gold, but not significantly more. I seem to notice some similar behavior, I can wipe out huge mobs very quickly while riding a wurm, but half of the groups don't even drop anything, not even gold or collector items.
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May 03, 2007, 01:44 AM // 01:44
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#56
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ArenaNet
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Hi,
I just want to make sure that everyone knows: We have made absolutely no changes to the drops since we introduced Hard Mode.
__________________
Gaile Gray
Support Liaison
ArenaNet
Last edited by Gaile Gray; May 03, 2007 at 01:49 AM // 01:49..
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May 03, 2007, 01:51 AM // 01:51
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#57
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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If that's the case Gaile, buff the gold drop rate, along with the drop rate of scrolls and tomes. Otherwise, Hard Mode isn't worthwhile. (besides the titles)
Hard Mode doesn't offer much besides those items. If no enticements are made to Hard Mode,will die, and no one will play it.
Last edited by Zinger314; May 03, 2007 at 01:54 AM // 01:54..
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May 03, 2007, 02:04 AM // 02:04
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#58
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Krytan Explorer
Join Date: Jan 2007
Profession: W/Mo
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Its hard to find PUGs for Hard Mode already.
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May 03, 2007, 02:07 AM // 02:07
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#59
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Academy Page
Join Date: Mar 2006
Location: Australia
Guild: Order of the immortal
Profession: N/Mo
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hmm Gaile says they have made no changes to the drops in hard mode since they introduced it, she doesn't comment on anti farming code in hard mode though...
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May 03, 2007, 02:12 AM // 02:12
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#60
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Jungle Guide
Join Date: Feb 2006
Location: London
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The fact that no changes were made to HM since it was released doesn't mean there isn't a slightly different means of triggering anti-farm code in an area of some kind that has been in place in HM from the start. I'm not saying this is the case, BUT, from my experience, like many others, I have noticed that drops were great when HM began, but over time simply began to degrade with repeated farming. There are a number of zones in which this occured,
1) Gates of Kyrta
2) Zehlon Reach
3) Haylcon Job (spelling?) quest outside Zos Shivros
4) Dead Swords
Everyone on of them was great to start, and then simply got worse and worse to the point where almost nothing was dropping outside of some whites or collectable drops.
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