Pilot Archive

Thread: New at SpaceLoot.com The Lootalyzer: Loot Drop Profile Analysis by Spawn

MachineZed
Tue Oct 18, 2005 9:39 pm
#27






Raja_Asenn wrote:

I've added the requested Red Skull and TIE duties. It will be useful if you guys can let me know what squadrons those duties are attached to.


Also, previously it was requested that I add T4 black sun duties for RSF and Havok - I've done so, but it'd be useful to note which systems those missions actually occur in.







The Tier 4 RSF Black Sun duty is in Endor.



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X Machine'Zed X

Obsidian Dagger Squadron

Raja_Asenn
Wed Oct 19, 2005 6:19 am
#28

Thanks for the info guys.


And thanks to Johro and Estep for adding loot sessions last night. I now no longer think that I wasted my time in writing this thing, heh.


Even the preliminary data we've got so far is really interesting. Look at the discrepancy in loots per minute between the mercenary freighters and the Black Sun duties - the freighter spawn yields components almost five times as fast. That's just bonkers.







spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
Raja_Asenn
Thu Oct 20, 2005 5:51 am
#29






SimplyADreamer wrote:

Please add the pirate destroy duty mission of the Dant neutral space station. Gonna submit my logs then. It's tier2-3.





done





spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
Raja_Asenn
Thu Oct 20, 2005 9:17 pm
#30


The Lootalyzer is finally starting to pick up a little steam. One early observation that is easy and crystal-clear: in terms of chronological frequency, duty missions yield parts at an incredibly slow rate as compared to static spawns. So far duties seem to drop at about one part every two minutes, as opposed to as high as 2.3 parts per minute on mercenary freighters.





spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
denedes
Sun Oct 23, 2005 1:40 am
#31

As I found out, yield from Mercenary Freighters is limited by the amount of DPS you bring... 2 crafted L9 blasters with WO3 won't cut it.

I won't be going back there until I get my L10 and L8 guns REd... just need a couple more pieces to make them perfect
Raja_Asenn
Sun Oct 23, 2005 7:39 am
#32






denedes wrote:
As I found out, yield from Mercenary Freighters is limited by the amount of DPS you bring... 2 crafted L9 blasters with WO3 won't cut it.

I won't be going back there until I get my L10 and L8 guns REd... just need a couple more pieces to make them perfect





That's a real good point Denedes. I'm thinking about doing something crazy to link the Lootalyzer to the Ship Registry, so that we can display some kind of modified aggregate efficiency statistic that incorporates combined weapon DPS. It'll be down the road a bit.


Also, props to Denedes for being far and away the number one Lootalyzer contributor. He's got almost as much analysis-time in six sessions as all other contributors combined do in seventeen. The application wouldn't even be off the ground yet if not for his contributions.







spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
rabblerowser
Sun Oct 23, 2005 6:37 pm
#33


Still agape in appreciation of the added enjoyment of trying to analyze the spawns. Hate to mix hard numbers with hearsay, but if there is any possibilty of including day-of-the-week in analysis tools - rumor has it that Sundays are more generous, others have said loot may be related to player density, or maybe system resets, or...well you get the idea..there's every flavor of rumor in the world floating around.


/deepbow




Ippo Warrior - Imperial Ace/Force Wielding Lizard
Ippowook - Freelance Master Pilot/Swashbuckler
Nondescriptive Surname - NGE leveling O'ganger
Raja_Asenn
Sun Oct 23, 2005 6:42 pm
#34






rabblerowser wrote:


Still agape in appreciation of the added enjoyment of trying to analyze the spawns. Hate to mix hard numbers with hearsay, but if there is any possibilty of including day-of-the-week in analysis tools - rumor has it that Sundays are more generous, others have said loot may be related to player density, or maybe system resets, or...well you get the idea..there's every flavor of rumor in the world floating around.


/deepbow





Yeah, I'm glad to see that people are starting to get into really looking at these numbers. There's a lot of interesting ground left to be broken with this data.


I've got a real, real full development slate at this point, but I do think it would be interesting at some point to get a list of all the quirky theories about loot and see what we can confirm or deny with the data available from logs. Day of the week we could definitely check out, if we're willing to accept some minor inaccuracy that'll arise from people submitting logs for days other than the one on which the loot was drawn.


I don't envision writing it up as a full-blown report, at first. Instead I'd just do some informal queries against the dataset...fishing around for stuff that's supportable enough to explore in greater depth.


Before we do any of that, we're gonna need a lot of hard and fast data in the system. At least say, 100 hours worth.





spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
WackoWizard
Mon Oct 24, 2005 12:13 am
#35

I love this tool, thank you for adding it. I posted my Havoc BS results and a Random Run at Imps in Kessel today. Putting the numbers into place makes everything oh so clear. Thanks again!
Raja_Asenn
Mon Oct 24, 2005 12:16 am
#36

Thanks, glad you're getting good mileage out of it. On the to-do list is a report that will show a side-by-side comparison of the key stats on the different spawns.





spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
rabblerowser
Mon Oct 24, 2005 8:13 pm
#37

Hmm...mixed feelings about saying anything, but bottom line it's your call and I wanna get your opinion:


Data Integrity: Have noticed that the total kills in T-4 Blacksun (RSF Duty) is diverging from opitimum. The mission spawns 85 kills (hehe...your site taught me that, as I woulda never done the math myself)...13 missions completed at the moment should be 1105 kills, meaning 14 stray data points. Don't know what offers the best return on investment and understand the desire to encourage participation. So, what are your thoughts?


Also, am curious how much of a statistician you may be; with this many variables have you determined the minimum sample size to get relatively accurate loot level/type distribution rates? Everytime I submit a log, I look at the numbers, take a swig of my favorite beverage and think...aha...so that is how they have it set up....


Thanks again for your site...






Ippo Warrior - Imperial Ace/Force Wielding Lizard
Ippowook - Freelance Master Pilot/Swashbuckler
Nondescriptive Surname - NGE leveling O'ganger
Raja_Asenn
Mon Oct 24, 2005 8:29 pm
#38







rabblerowser wrote:

Also, am curious how much of a statistician you may be; with this many variables have you determined the minimum sample size to get relatively accurate loot level/type distribution rates?





My last math class was algebra 2, my senior year of high school, and I failed that. Which is to say, I'm not much of a statistician. My thought so far has been to wait until we've got an arbitrarily vast amount of data and then do 'something fancier' with it. Deep, huh?


If you've got ideas, I'm all ears. I can code most anything, if you give me good rules to follow.







spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
Raja_Asenn
Tue Oct 25, 2005 5:38 am
#39

Upon further review...the lootalyzer is missing some loots. I think the problem is that it's failing to match the signature from the log file with the class name it matches in the database. This appears to be happening in about 8% of cases.


I'm going to write a safety net that will 'catch' missed loots and throw them into a bucket where I can input them manually and update the signature match routine so it won't miss that class again.


But...there's all that bad data. Bad data gives me a rash. I really, really hate to toss out people's loot sessions, especially since it's a bug in my code that's invalidating the data...but...that's what I'm gonna do. Sorry folks. If the app wasn't still in its infancy I'd consider hanging onto it.


Some stuff will be preserved. At a glance it looks like I have the source files for 10 sessions....about a quarter of the total sessions that have been submitted. With the momentum the app has picked up recently, we should replace the purged information within a couple of days.






spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
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