Jedi Archive
Thread: Forget patterns This is how FSCS is unlocked (Vash Theory)
/agree
WickedAsh wrote:
Don't mean to be a party pooper here but once again, there is no such thing as totally random in programming. You may have a vast and complex method of generating an end result, but that end result has a starting point and ending point.
however it is close enough to random to render discerning the generated sequence nearly impossible with out both the parameters and the formula for converting the parameters. So in essence while not total random making pattern guessing equivalent to the door to door hair tonic salesman actually having a viable product.
For example if you were to choose numbers corresponding to creation of a toon, as has been verified by jedi deleting their main and then their jedi and having their fs unlock taken away, you could base this end result on any number of factors involved in creator creation. Things like Station name, Toon name, starting race, starting planet, starting city, starting profession etc etc. As I am sure you can see there is quite alot of things you could use as a begining point. Personally I think the professions are based on a combination of things, like starting planet/city, station name and toon name.
I can not recall the post exactly but there is a post somewhere wherein the devs confirmed your begining city has something to do with it. Which is one of the reasons your datapad has a wp to your starting city, this serves as a place holder in your db record from which to keep track of some of the things you need to do.
actually I thought they stated that deleting your character main or jedi would still keep the slot...would love to see the post where someone disproved it but a risky venture obviously.
Does this help the discussion, no not really.
you are all wrong.
its not anywhere close to random. its all based off the image design FCSStheory.
when character is created, the image design selections the user made (or the first random ones picked by the computer) are used in a complicated and boring calculation that determines which professions you will need to master.
and then on top of that
combine that calculationwith species selection and starting profession and starting location and then play for a few months and when the Dev's feel the need to let another Jedi into the system they open up their database and select the next winner in the Jedi Lottery system.
Dev Hank -woooo, hey Jim look at this guy!! he still has his original melon from character creation.
Dev Jim- HaHa, thats cool. make him the next Jedi.
Dev Hank- Ok **Hank changes flag setting in DB**
3 hours later---- Lucky Smo on some unexpecting server logs in **POOF** you have now unlocked your Jedi slot WOOHOO!!!!!
Ok just reading this thread..... I am a programer and ifI would want to make the professions random this is what I would do below is C code that u learn in colege..... it's a random number generator that will work for 1 to 33.. the number of profession. Just to show that it is possible to do in code. It uses the Computer system time to set a random number generartor... this was compile and run a VMS system should work on UNIX too. Again this is not complete there would have to be more code to handle duplicates... and such.
/* random_test.c */
#include <stdio.h>
#include <types.h>
#include <time.h>
#include <stdlib.h>
main()
{
int i = 0;
int iMax=33;/* maximum number professions */
int iMin=1; /* lowest number profession */
time_t t1= 0; /* unassigned long int*/
/* get the system time for the seed for the random number generator */
time(& t1);/* or ctime depends on system */
printf("seed numbers is %ld\n",t1);
/* seed the random number gernerator */
srand((long) t1);
/* get a random number between iMin and iMax */
i = (int) (rand() % (iMax - iMin + 1)) + iMin ;
printf("random numbers is %d\n",i);
}
Good luck all
Here is some code that will generate a random number between 1 and 33 ....simple code u learn in colege. It was compiled on VMS and should work on UNIX. again this is just a protion or code that could handle random numbers. But who knows what sony does to get these numbers. This is only my guess and what I would do. this code gets random numbers between 1 and 33. Again this is public knowledge.
/* random_test.c */
#include <stdio.h>
#include <types.h>
#include <time.h>
#include <stdlib.h>
main()
{
int i = 0;
int iMax=33;/* maximum number professions */
int iMin=1; /* lowest number profession */
time_t t1= 0; /* unassigned long int*/
/* get the system time for the seed for the random number generator */
time(& t1);/* or ctime depends on system */
printf("seed numbers is %ld\n",t1);
/* seed the random number gernerator */
srand((long) t1);
/* get a random number between iMin and iMax */
i = (int) (rand() % (iMax - iMin + 1)) + iMin ;
printf("random numbers is %d\n",i);
}
Good luck
WickedAsh wrote:
Don't mean to be a party pooper here but once again, there is no such thing as totally random in programming. You may have a vast and complex method of generating an end result, but that end result has a starting point and ending point.
For example if you were to choose numbers corresponding to creation of a toon, as has been verified by jedi deleting their main and then their jedi and having their fs unlock taken away, you could base this end result on any number of factors involved in creator creation. Things like Station name, Toon name, starting race, starting planet, starting city, starting profession etc etc. As I am sure you can see there is quite alot of things you could use as a begining point. Personally I think the professions are based on a combination of things, like starting planet/city, station name and toon name.
I agree with your point about there being no truly random number generation in programming. However, I think there is quite a leap between this point and the theory that the SWG developers are using some set of in game, character specific variables to generate the profession list required to unlock the fss. Unless their actual design was to create some pattern that players could figure out (which I don't think it was), then it would be a waste of time for the programmers to create a complex algorithm to figure all that stuff out. Every major programming language has built in or readily available libraries for generating avirtually random number between 0 and 1. You just make a call to that library, and multiply that number buy the number of professions you have and boom, you have a randomly selectedprofession. My guess is that is the system they use, with just a teeny bit of logic added to make sure the same profession is not selected twice.
Remember, the devs have stated that they wanted the fss to be hard to unlock, and saw it as a reward for people who have already played most other facets of SWG (like a bunch of different professions). So I don't think they would go out of their way to create any quick short cuts. You just have to master a bunch of professions and hope you get lucky. That's what I think at least.
Here is my theory, might just be HUGE coincidence, I will master my guess in the next few days.
My birst month is November the 11th month. Ignore Politician the character was created before then. My third Holo was silent.
The 11th profession is Carbineer, which I am now grinding. Count down 11 spaces.
Musician, my last Holo, count down 10
Weaponsmith my second to last Holo - Count down 9
Bio-Engineer I'm guessing is my 2nd? - Count down 8
Doctor, I'm gussing my 1st holo?
Now from here, where to go? I could do Carbineer and see if that does it, or I can go down 7 from Doctor and Master Pistoleer. I will do both and let you know. The bolded are mastered professions, I only got 2 holos before silent.
My first mastered profession was Medic, then Doctor, then Bio-Engineer, Scout, Artisan, Weaponsmith(1st Holo), then Musician (second Holo), then Entertainer, then ID.
What do you think?
Miriam
1 Artisan
2 Brawler
3 Entertainer
4 Marksman
5 Medic
6 Scout
7 Architect
8 Armor Smith
9 Bio-Engineer (Second ?)
10 Bounty hunter
11 Carbineer
12 Chef
13 Combat medic
14 Commando
15 Creature handler
16 Dancer
17 Doctor (First ?)
18 Droid engineer
19 Fencer
20 Image designer
21 Merchant
22 Musician (Holo 4)
23 Pike Man
24 Pistoleer
25 Ranger
26 Rifleman
27 Smuggle
28 Squad leader
29 Swordsman
30 Tailor
31 Teras Kasi artist
32 Weaponsmith (Holo 3)