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Malle

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Everything posted by Malle

  1. Fill in the blank: lies, damned lies and _________. Let's work with the following data: n1 Rep / Rep matches n2 Imp / Rep matches, of which the Imps win n2i matches giving a win rate of n2i/n2 = x% of cross-faction games n3 Imp / Imp matches Now, what most players are interested in, I assume, is the value of the variable x. However, when reporting the win rate for the imperial side, there are several ways one could interpret "the win rate" and thus there are ways of fudging your results. 1. Cross-faction match win probability Question: "If the warzone is a cross-faction game, how likely is it that the imperials win?" Answer: n2i/n2 = x. 2. Faction side warzone win probability Question: "If an imperial player joins a warzone, what's the probability that he will win?" Answer: (0.5*n3 + x*n2)/(n2+n3) 3. Global warzone faction win probability Question: "Of all warzones played, how many are won by the imperials?" Answer: (n3 + x*n2)/(n1+n2+n3) To exemplify, let's use the following data: 100 Rep / Rep matches 1000 Rep / Imp matches, 800 won by imperials for a win rate of 80% 5000 Imp / Imp matches Reported probabilities: 1: 80% (800/1000 = 0.8 = 80%) 2: 55% ((0.5*5000 + 0.8*1000)/(1000+5000) = 3300/6000 = 0.55 = 55%) 3: 95% ((5000 + 0.8*1000)/(100+1000+5000) = 5800/6100 ≈ 0.95 = 95%) Doing the same calculations but for the republic side: 1: 20% (200/1000 = 0.2 = 20%) 2: 23% ((0.5*100 + 0.2*1000)/(100+1000) = 250/1100 ≈ 0.23 = 23%) 3: 5% ((100 + 0.2*1000)/(100+1000+5000) = 300/6100 ≈ 0.05 = 5%) So, yeah, if I wanted to make the game look balanced, I know which metric I would use. Note though that the most "fudged" answer (option 2) doesn't sum up to 100% for imp win chance plus rep win chance. Maybe people should ask Bioware for how many games the Republic side wins
  2. And, if anyone is interested, with a 25% probability per trial and 1000 independent trials, the probability to get exactly 250 successes is a measly 2.9%
  3. To familiarize people with the notation used: "P(comms<=N|bags=M) = p" means that p is the probability that you will get at most N commendations when opening M bags. P(comms<=3|bags=21) = 0.19168 ≈ 19.2% P(comms<=4|bags=48) = 0.0032068 ≈ 0.3% P(comms<=6|bags=50) = 0.019391 ≈ 1.9% P(comms<=1|bags=28) = 0.0032806 ≈ 0.3% Someone knows their binomial distributions. For any others who wish to know how lucky or unlucky they are, see these tables: Table of luck: http://i43.tinypic.com/35lhp40.png Table of unluck: http://i42.tinypic.com/eqnw37.png
  4. I reject your premise and substitute my own! Crafting systems are being treated as secondary systems in MMO's, and that is why those who actually enjoy crafting, as a goal unto itself, feel that SWG's treatment of crafting was superior to what most if not all other MMO's have done. If combat was being treated as a secondary system in the same way most MMO's treat crafting, people who like combat (be it PvP or PvE) would unite and say "combat in <the only MMO which treats combat as MMO's do today> had the best combat system ever".
  5. Gifts give a base value of 24 affection (for a premium liked gift of the same rank). A gift which companions don't care about will multiply this by 0. A favorite gift (second best type) will multiply it by 2.25. A loved gift (which gives most affection) will multiply it by 4. A prototype gift will multiply it by 5/3. An artifact gift will multiply it by 4. Giving three or more ranks below will multiply it by 0. Giving two ranks below will multiply it by 0.2 Giving one rank below will multiply it by 0.5 Giving one rank above will multiply it by 1.1 Giving two ranks above will multiply it by 1.3 Giving three or more ranks above will multiply it by 1.5 Non-integer results are rounded to the closest integer. Example: A loved prototype gift of one rank above the companion's affection will give 24*4*5/3*1.1 = 176 A favorite artifact gift of two ranks below the companion's affection will give 24*2.25*4*0.2 = 43.2 --- round ---> 43
  6. Send a companion to craft an item. Once the item is crafted, an error message will be displayed: "There are no missions defined for the crew skill 'Biochem'." Replace Biochem with any other crafting skill you use. This always happens, regardless of whether or not you have any queued items to craft, whether or not you gain a level, whether or not you crit, and so on.
  7. Sakshale, Panathan Spring is a bioanalysis missions, not a biochem mission. You can see it at TORHead.
  8. I completely agree with this (with the exception that the "repeat" business wasn't great for all crafting classes, most notably architects). The difference between SW:G and other MMO's is that SW:G treated crafting and combat as two equally valid focuses of the game, while (most) other MMO's simply stick crafting onto your character and say "Hey, get this list of items and you get a slight perk". People who claim that they liked SW:G's crafting system probably do so because they genuinely enjoy crafting and creating things, while those who complain about it simply want the perks that crafting could provide for combat. Try to see it from the view of someone who would rather have a crafting focused character than a combat focused character. For instance, consider what most other MMO's would look like if you changed them so that they are as much about crafting as they now are about combat: You might have dozens if not hundreds of different resources. Each item could be built in a multitude of ways, each slightly affecting the final outcome. You might need some player interaction during the crafting process, affecting the quality of the final product, separating the good crafters from the bad crafters not only by the stat bonuses they have. There might be crafting competitions where the best crafter wins some rare resources to use. And, oh, you have a pistol so that you can go out and click on a monster to kill it, which can get you a few basic resources. Yes, just click it once and it'll die. We don't want to burden you with all that unneccessary fighting. Does that combat system sound like fun to you?
  9. Fair enough. Thanks for the heads up.
  10. Something I've noticed is that the in all of the last three warzones I've won, but for which I didn't get progress on my quest, the "The warzone will end in <xx> seconds unless more players join" message has been shown. I can't say I've been paying that much attention, but I have not noticed getting progression when that message has been shown. I think it deserves investigation at least, since it's an arguably legitimate reason to not make the match give progress.
  11. For those who don't understand: Biochem is a crafting skill. There are no missions for biochem. When you finish crafting something an error message appears, saying that there are no missions defined for Biochem. Technically the message is true, but 1) It shouldn't be shown for crafting missions 2) It should (probably) be shown if you try to access a mission/gathering skill and for some reason have no available missions. I get this error too, if that wasn't clear.
  12. Quoting my post about it in another thread:
  13. As far as I have been able to tell, the problem is that offensive points are not counted properly. My observations are as follows: 1. If you move your pointer over the objective points score for any player at the end of a warzone, you will see that it consists of two separate categories: "Capture Effort" and "Defense Effort". For each player, these categories always contribute exactly the same number of objective points. 2. Players receive medals for Defense Effort (e.g. "Defender" for 1k defense points). Players do not receive any medals for Capture Effort. 3. When winning a Huttball game 6 - 0, it's possible for the winning team to have a grand total of almost 0 in Objectives score. (see http://i44.tinypic.com/2mod1kp.jpg as an example) My conclusions/assumptions are thus: 1. Defense Effort counts as both Defense Effort and Capture Effort. 2. Nothing currently gives Capture Effort.
  14. That's what I get for elaving the window open while PVPing Good, at least it means that it's not impossible. I'll continue my ventures sooner or later, but for now I'm focusing on other things.
  15. I know how it works, I've read the guide and I have no qualms about it. However, what you say is irrelevant to what I was asking. Is there anyone who has gotten a purple recipe from reverse engineering a Critical Nano-Optic Skill Package?
  16. Which purples? I'm specifically talking about this one recipe, the Critical Nano-Optic Skill Package. I have gotten several purple recipes from RE'ing other items (usually needing less than 20 RE for each recipe) but for this one I have received none.
  17. I've reverse engineered roughly 105 of them, and havn't gotten a single purple either.
  18. It's known by Bioware (there's an entry about it in the help center). I thought it was fixed though, since it hasn't happened for me again, but that might be because I've skilled up diplomacy; as far as I remember it happened only when failing missions, and possibly only on lower level missions.
  19. It's definitely possible. Running with rough numbers from memory here: the rich yield companion gift grade 6 missions take about half an hour, cost roughly 2000 to 2500 credits and give about 40 alignment points. Going from Dark V to Light V requires 20000 light side points, or roughly 500 missions. This means you need about 250 companion-hours to reach Light V. That's 50 hours if you use all your available companions. The cost is also around 1 million credits for the missions, so the economical feasibility depends on how large a demand there is for companion gifts on your server. The rich yield missions I believe tend to give 1 prototype gift, which I on my server so far have had no trouble selling at a minimum of 2300 credits. Weapons go for several thousand more, most recently I sold 3 rank 5 prototype weapon gifts for 8000 credits each in less than an hour after putting them up. Purples I've sold from 6000 to 15000 credits (the highest price again being a weapon) with everything I put up being sold. You can also supplement this with the one of the purple 340 missions that gives 120 light side points (the one that looks like a holocom gives the light side missions, the one that looks like paper gives dark side points). These take roughly 2.5 hours to run and cost 3000 credits (plus whatever you need to do to obtain them), which means they are not as efficient time wise as the rich yield missions, but they allow you to gain more affection per mission, so if you cannot resend your companions for a while, they may provide more affection.
  20. Then do that. I use the purple crafting missions mainly so that I can get more out of the time when I am not playing. For instance, before I go to sleep I may very well send my companions on 2+ hour missions, since I will be sleeping, not resending them once they are done.
  21. No, go right ahead. Feel free to use the images I've created, or make your own way to present it.
  22. Because there isn't a reliable search engine on the forums so things disappear in the flood of posts. Also, your post contains inaccuracies. 50% is right for gifts one rank below, but two ranks below it's 20%. For instance, a premium loved gift two ranks below the affection rank gives round(24*1*4*0.2)=round(19.2)=19 affection (base, premium multiplier, loved multiplier, multiplier for 2 ranks below). You've also hosted it at a site which requires me to allow the page to run scripts just to see the page, and which even then doesn't work properly (for me) in Firefox (3.6.13).
  23. Starting a new Sith Inquisitor I couldn't at level 2 (which I gain simply by walking there), but at level 7 I could (before fighting Khem Val).
  24. Here's a table of how much affection you actually gain. For an explanation, read below. http://i40.tinypic.com/2hq8izp.png And here's (mostly) how the affection is calculated (at least for non-negative affection values): The base affection gain is 24. There are a few things that affect how much affection you get: Gift type Gift rank and current affection Gift rarity (colour) Gift Type For the gift type, each companions separately ranks each gift type on a scale with 4 grades. Torhead used a "star" rating, so that is what I have in the table. Referencing the linked sites, "1 star" is "likes", "2 star" is "favorite", "3 star" is "loves". For a 1 star gift, multiply the affection gain by 1 For a 2 star gift, multiply the value by 2.25 For a 3 star gift, multiply the value by 4 Gift rank and current affection Your affection value with your companion is converted into an affection rank. Each rank consists of a range of 2000 affection and starts with rank 1 for 0 to 2000 (or possibly 0 to 1999, I havn't managed to get any data on the exact value of the threshold). Subtract this from the gift rank and call it the gift rank difference. E.g. if you have 6500 affection (affection rank 4) and give a gift of rank 2, the gift rank difference is 2 - 4 = -2. Gift rank difference Multiplier -4 0 -3 0 -2 0.2 -1 0.5 0 1 1 1.1 2 1.3 3 1.5 4 1.5 Gift rarity For a premium gift, multiply the gain by 1 For a prototype gift, multiply the gain by 1.666... For an artifact gift, multiply the value by 4 After multiplying it all together, the value is rounded to the closest integer.
  25. Malle

    Grade 6 Bio

    Meanwhile, this is relevant data I've sampled from running missions: Grade 5: http://i43.tinypic.com/e87b0y.png Grade 6: http://i39.tinypic.com/f04vih.png The listed values for the materials are average yields. I would've put up tables in text here on the forums, but the code tag doesn't use a fixed width font :/
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