Web Analytics
why were the Spoil rates changed? - Page 4

News:


     

Main Menu

why were the Spoil rates changed?

Started by @MaTi, January 30, 2014, 07:28:03 PM

Previous topic - Next topic

askia

Quote from: =drake= on January 31, 2014, 02:43:11 AM
There is really no way that it can be worse than 1x.
The curve is really perfectly applied.

Anyway i'm thinking of solutions around spoil (without raise the dynamic curve), we will see in next days.

your frop calculator:   http://www.dragon-network.net/drop/npcinfo.php?from_level=0&id=22105&name=[]&server_id=1
20% of spoil it...
If u check the mob on the server  =  1/20= 5%

=^TrackZero^=

Quote from: stanxoo on January 31, 2014, 11:19:23 AM
you wont keep this community, dat server is going be faster than i thought
I didnt expect such sentance from you but okay. Really all but not you.

@House
Spoil is how it is now,and it wont change. I already explained reasons in other topics. Since you are soo expirienced player in MMORPGs you do know and understsnd these thing happen even on other games (°hi diablo°hi poe°hi aion°hi rfit). Throwing your opinion toward rest of the community saying its their opinion is false and rather rude. We do respect your opinion and you have always choice to play somewhere else to please your high requierments. If you decide to do so, we wish you best of luck. Of course if you decide to stay, we will keep up the good work as we are trying everyday.

I winder thou what is your ping since playing from India? And if you dont mind after you disable p. to tell me your name in game (you can do it even pm) so i can check how much time youve spent here in order to claim such things you said above.

IMPORTANT notice : For all Server admins,gms, users of other servers: we are fully resoecting your work in l2 matter. However mind your own servers and forums and stop making fake profiles here to troll, its not nice at all especially when dn never did anything similar in past 10 years. Have some respect at least.

Thank you
[url=https://discord.com/invite/uhaWxzH7NP] JOIN OUR DISCORD[/url]

Painkiler

Thanks track for freaking up the spoil on server. You can have x1 mats on official server with hordes of bots farming it all the day, but not on the server with multiplied exp/sp rates with x1 spoil, that's more than ridiculous. There is only few spots to gather materials and they r full all the time, so no point of spoiling for solo players. Good job drake and track, u r on good way to make me leave this server.

sm0g

Quote from: =^TrackZero^= on January 31, 2014, 12:34:38 PM
However mind your own servers and forums and stop making fake profiles here to troll, its not nice at all especially when dn never did anything similar in past 10 years. Have some respect at least.

Thank you
I still remember the HI GUYS I AM MANDRAKE AND DRAKE SOLD ME THE SERVERS SO I WILL BE THE NEW ADMIN AND DRAKE BYEBYE thingy from c4. I dont care what happend or whatever since it was like 7years ago, but meh,  there were a few cheap tricks before 'in the past 10 years'.
null.void

stanxoo

Quote from: =^TrackZero^= on January 31, 2014, 12:34:38 PM
I didnt expect such sentance from you but okay. Really all but not you.

Same I can tell about You, I had Dnet as one of THE BEST private servers, but u made a little beta while server life, I know u can't except everything, but u shouldnt change spoil/drop rate while life, sorry bro but it's VERY VERY unfair. I shouldnt have problems because I've got my dc robe set and all mats for 2x AM, but still care about rest of community, peace.

=drake=

Sorry but who complains about spoil is straight ridiculous now.

Lets explain it 1 time only for god sake:

A) Rates goes exactly like the curve you see in:
http://www.dragon-network.net/stats/tar/rates.htm

B) parts of equip for craft have 1.5x increased over it
C) generic mats (leather/crafted leather/etc...) have 2x over the curve

In simple terms, at level 80, spoil is:

A) 2.5x for everything except B and C
B) 3.75x for parts of equip for craft (2.5*1.5)
C) 5x for generic mats like crafted leather (2.5*2)

Now, this extra 1.5 and 2.5x can be implemented in TWO ways:

method 1:
change the MAX QUANTITY.
an 1.5x translates in 2x on max quantity.
a 2x translates in 3x on max quantity.
because, example of 1.5x, if item was 1-1 drop, it becomes 1-2 and means on average you get 1.5 in quantity (1 or 2). Same applies to all other possible number combinations. And

method 2: (currently active as everyone complained for a week about spoil rates)
change the CHANCES
straight put the 1.5x and the 2.5x CHANCE rate directly to the chance without alter the quantity.


What is the difference?
For a key mats, with the extra 2x rate for example on Crafted Leather, instead of kill 3 mobs and have ONE mob giving 3 items and two mobs giving nothing you end up having EACH mob giving 1!

On 100 mobs you get the exactly same.

Painkiler

Drake, u dont get the point. To craft a higher grade weapon u need thousands of mats for recipe 60% that can fail. We have multiplied exp rates, so we exp faster. Higher spoil chance on higher level where mobs have 1/1 or 1/2 chance by default is quite lame isn't it? Since we don't have hordes of bots that official servers have we can't get enough mats by spoil. The only useful way of get mats without spending all the time on spoil is manor which will be dominated by few players that will use advantage of 3rd party programs(don't tell me this isn't possible, because there is plenty of bots working here). Old rate was good, with previous fixed rates and multiplied quanitity there will be players that speciallize on spoiling and craft that provide not that expensive equipment. Old dragon servers had multiplied quantity and high spoil chance on mats and nobody cries, things that ruined these servers was the BEWS events and +++ weapons from gm's.

hebdzik

can you explain me how your description works for mobes x4 HP?
Because on all servers i play mobes x4 HP shold give more than 1, same shold be here.
In this table http://www.dragon-network.net/stats/tar/rates.htm
for mob lvl 51 Drop/Spoil is 3.9 and those are mobes
http://dragon-network.net/drop/npcinfo.php?id=21197&server_id=1&from_level=0
http://dragon-network.net/drop/npcinfo.php?id=21176&server_id=1&from_level=0
Quantity of spoil per 1 mob is 1 - 11
so tell me how it is possible that 3.9(your dynamic rate) x 1(lowest chance per spoil) = 1 item spoiled??
This i had 5 days ago.

Situation form yday. We farmed GC for 4h and in 4h we didnt spoil not even 1 EWB
http://dragon-network.net/drop/npcinfo.php?id=21060&server_id=1&from_level=0
Chance is 0.569   * 3.4 (dynamic) = 1,9346% = ~2%
so in 4h where have 2% i spoiled 0 items? kinda strange.
Hebdzia SH/SE - Infinity x5
Obama OL/PS - Infinity x5
Wolfman TT/OL - Nova x7

=drake=

The values you see there are already pre-calculated over the dynamic rate.
You have to add/remove nothing from those values.

http://dragon-network.net/drop/npcinfo.php?id=21176&server_id=1&from_level=0

the EnchantScroll is 0.569% AFTER the dynamic rate.
the original 1x rate of that item was 0.1672%

=drake=

Quote from: Painkiler on January 31, 2014, 02:53:45 PM
Drake, u dont get the point. To craft a higher grade weapon u need thousands of mats for recipe 60% that can fail. We have multiplied exp rates, so we exp faster. Higher spoil chance on higher level where mobs have 1/1 or 1/2 chance by default is quite lame isn't it? Since we don't have hordes of bots that official servers have we can't get enough mats by spoil. The only useful way of get mats without spending all the time on spoil is manor which will be dominated by few players that will use advantage of 3rd party programs(don't tell me this isn't possible, because there is plenty of bots working here). Old rate was good, with previous fixed rates and multiplied quanitity there will be players that speciallize on spoiling and craft that provide not that expensive equipment.

Ok i get your point about items that had already 99% spoil rate (after the 2.5x) and had no boosts from this extra 2x but instead they was getting it from the extra 3x on max quantity.
This thing is "unfair" for high level players as they usually reach the 99% without the extra 1.5/2.5x. (current system favors low level because of the caplimit of 99%)

I'm preparing an update about that today (will go up tomorrow morning) that should close the spoil case once and for all:
IF an item, after the extra 1.5x or 2x, goes OVER 99%, the extra % gets converted in max quantity.

So, example of Crafted Leather (is extra 2x item):
a) if mob spoils it with 5%, it becomes 10%
b) if mob spoil it 80%, it becomes 160%. So translates to 99% spoil rate and extra 61% that gets converted in +1 max quantity (+1 max quantity for each 50% accumulated).

After this fix i see no other stuffs related to dynamic rate of spoil to touch.

Quote
Old dragon servers had multiplied quantity and high spoil chance on mats and nobody cries,

Tarantula at start had NO increased mats quantity but the rate was fixed 3x (of first day) and became 6x on 3rd day.
already right now the spoil rate is basically higher than at begin.

And about cryes about spoil, please see forum posts on dragon board where there is a neverending cry (now they complain spoil is too high, for years they complained was too low (tarantula have 10 days!!))
In this moment tarantula have even HIGHER spoil than actual dragon... (dragon is fixed 4x spoil)

Painkiler

Don't pair Interlude servers with H5 servers. Old IL dragon had x5 quantity on mats and hordes of bots playing.

stanxoo

Quote from: =drake= on January 31, 2014, 03:11:08 PM
Ok i get your point about items that had already 99% spoil rate (after the 2.5x) and had no boosts from this extra 2x but instead they was getting it from the extra 3x on max quantity.
This thing is "unfair" for high level players as they usually reach the 99% without the extra 1.5/2.5x. (current system favors low level because of the caplimit of 99%)

I'm preparing an update about that today (will go up tomorrow morning) that should close the spoil case once and for all:
IF an item, after the extra 1.5x or 2x, goes OVER 99%, the extra % gets converted in max quantity.

So, example of Crafted Leather (is extra 2x item):
a) if mob spoils it with 5%, it becomes 10%
b) if mob spoil it 80%, it becomes 160%. So translates to 99% spoil rate and extra 61% that gets converted in +1 max quantity (+1 max quantity for each 50% accumulated).

After this fix i see no other stuffs related to dynamic rate of spoil to touch.

Tarantula at start had NO increased mats quantity but the rate was fixed 3x (of first day) and became 6x on 3rd day.
already right now the spoil rate is basically higher than at begin.

And about cryes about spoil, please see forum posts on dragon board where there is a neverending cry (now they complain spoil is too high, for years they complained was too low (tarantula have 10 days!!))
In this moment tarantula have even HIGHER spoil than actual dragon... (dragon is fixed 4x spoil)

+