Droid Engineer Archive

Thread: Resources: Where are you?!

Icarus-6
Fri Mar 26, 2004 11:49 pm
#14






Barfalomue wrote:

Think of it in more of a gerneral crafting sense, not limited to DE. A newcomer to the game has no chance of building the same business of someone who has bought all the ore off of everyone on the server and is not willing to sell it.





Yes they do. They just need to wait until the old DE expends the limited resources or until better resources spawn that make the old one's obsolete.


It's just that it won't be happening the instant you hit MDE, but then even if you had the exact materials you needed it wouldn't be happening. They would have established connections, better shop location, etc.






Tallin Rose
Master Droid Engineer
Starsider

At Tallin Industries we strive ever day to up our standards. Now, up yours.



Aeneus
Sat Mar 27, 2004 11:29 am
#15

where as I have the utmost respect for my fellow DEs who have been in the profession for months and months (dont worry, I'm not a hologrinder... I've been DE since shortly after launch) I dont agree with the statement that are being said about being so vendictive against newer DEs and the spawn rate. I do have to agree with the players who argue that the spawn rates need to be increased because frankly a resource that only spawns every 4-6 months is a little messed up.... and to be honest I think its a glitch in the code- being a programmer myself I know how we hate admitting we fouled up the code... so I dont expect to see it changed by the SOE programmers.... ever


personally- I'd love to see the rare resources always in the game... although it should work this way....


low amount time: only in very small areas in remote areas of the planet, and at very low low (3-9%) in those areas


High amount time: large areas scattered through out the planet, 40%+





Glory to the Empire
Malitevv
Sat Mar 27, 2004 2:11 pm
#16






Ackdel wrote:

OK, then I've been mislead by the other DE's who've told me that experimentation makes no difference on armor modules. I'll check it out, thanks.






it does make no difference for armor modules level 4 or above, because you need to add two experimented modules together to see the positive affects of experimentation, and two level 4 modulesalready add up to the maximum without any experimentation. but for the lower level modules it does make a difference on how the modules add together when you combine them.



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Aeneus
Sat Mar 27, 2004 11:57 pm
#17






Icarus-6 wrote:





Aeneus wrote:

...I do have to agree with the players who argue that the spawn rates need to be increased because frankly a resource that only spawns every 4-6 months is a little messed up.... and to be honest I think its a glitch in the code- being a programmer myself I know how we hate admitting we fouled up the code... so I dont expect to see it changed by the SOE programmers.... ever...





Did you know that in a group of23 people the odds of two of those people sharing the same birthday is 50%? This is known as the Birthday Paradox, and while it isn't a true paradox (there is nothing contradictory in its nature) it is a good example of how mathematical results can be quite different from what we intuitively think the result might be.


Most likely the code is working just fine. It is simply the fact that when you have dozens of rare resources than the odds are pretty good that at any given time there will be some that haven't spawned in months.


As an example, assume the weekly spawn rate is 25%. Over a period of ten weeks the odds that any given resource will have spawned at least once is about 94%. That would make you think that after 10 weeks you will probably have all your rare resources. This, however, isn't true. If you only have 10 rare resources to contend with (and we have more than that) then the odds of at least one of those resources failing to spawn in the 10 weeks is around 44%. While technically the odds are in your favor it is only by a small margin and by no means assured. What's more, as the number of rare resources goes up the odds of having a complete 'set' go down. If you have 20 rares that you need (much closer to our case) then the odds of one of them not spawning in 10 weeks goes up to 69%.


Of course this all assumes a spawn rate of 25%. The odds in game are probably lower than that and that shifts the odds even more that it will take many months before you have gathered a complete set of resources.


So my guess is that the code is working absolutely fine. It is simply mathematics that are causing people to be missing some of the resources that they want.







Actually yes I did know that 'paradox', and yes I know about he probability... what I am actually trying to say is this... i dont think they intended for it to spawn every 4-6 months.... in that manner the code is fubar.... sorry I'm a little to tired and drunk to make a long reply with a paradox and an example- rare is one thing, having a resource spawn twice in the lifespan of a game for 7 days is a little far fetched and should be changed



Glory to the Empire
Icarus-6
Sun Mar 28, 2004 1:29 am
#18






Aeneus wrote:

...I do have to agree with the players who argue that the spawn rates need to be increased because frankly a resource that only spawns every 4-6 months is a little messed up.... and to be honest I think its a glitch in the code- being a programmer myself I know how we hate admitting we fouled up the code... so I dont expect to see it changed by the SOE programmers.... ever...




Did you know that in a group of23 people the odds of two of those people sharing the same birthday is 50%? This is known as the Birthday Paradox, and while it isn't a true paradox (there is nothing contradictory in its nature) it is a good example of how mathematical results can be quite different from what we intuitively think the result might be.


Most likely the code is working just fine. It is simply the fact that when you have dozens of rare resources than the odds are pretty good that at any given time there will be some that haven't spawned in months.


As an example, assume the weekly spawn rate is 25%. Over a period of ten weeks the odds that any given resource will have spawned at least once is about 94%. That would make you think that after 10 weeks you will probably have all your rare resources. This, however, isn't true. If you only have 10 rare resources to contend with (and we have more than that) then the odds of at least one of those resources failing to spawn in the 10 weeks is around 44%. While technically the odds are in your favor it is only by a small margin and by no means assured. What's more, as the number of rare resources goes up the odds of having a complete 'set' go down. If you have 20 rares that you need (much closer to our case) then the odds of one of them not spawning in 10 weeks goes up to 69%.


Of course this all assumes a spawn rate of 25%. The odds in game are probably lower than that and that shifts the odds even more that it will take many months before you have gathered a complete set of resources.


So my guess is that the code is working absolutely fine. It is simply mathematics that are causing people to be missing some of the resources that they want.





Tallin Rose
Master Droid Engineer
Starsider

At Tallin Industries we strive ever day to up our standards. Now, up yours.



LonelyGhost
Sun Mar 28, 2004 11:27 am
#19

I've always thought they shoudl make stuff spawn much more frequently, but make the spawn location much more uncommon. And why do we have so many resources showing up on 4-6 planets at the same time? I could see having stuff show up more often if they made it so there was only a half dozen 100m-wide concentrations on just a few planets. IMHO every person in the game is not *entitled* to make every sigle item in the game all the time. ALlow some people to develop a market due to having resources others dont have...



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
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