Spawn randomization adjusted (in Changelog)
CB has always had spawn rate based on battles fought in the last 24 hours. This does not mean the same as it used to, however, because of many changes throughout CB history. It took a while, but I am now able to put in the new code for basing spawn rates on battles fought weekly. This should handle the current fighting styles much better, but it will take a week to stabilize. Spawn rates will be awkward for this week, but should be better next week.
Of course, everyone defines "better" differently. :)
I'm hoping GL is still running the complaint department......
Demigod
March 8 2010 8:56 AM EST
To confirm, this will avoid spike and valley periods of drops, but the numbers will remain the same?
I'm hoping GL is still running the complaint department......
This one's all yours mate. ;)
Sickone
March 8 2010 10:08 AM EST
Well zero times anything is still zero, and it's zero I mostly kept seeing recently, so... meh.
And SickOne wins the award for the first complaint!
Well zero times anything is still zero, and it's zero I mostly kept seeing recently, so... meh.
All we need to do, is not fight, then we can divide by zero and gain an infinite amount of drops?
>;P
ScY
March 8 2010 11:03 AM EST
Man my keyboard sucks.
Second?
Mythology
March 8 2010 1:13 PM EST
Can I ask, do battles with tournament character count?
interesting. How does different BA regens fit into all this?
Demigod
March 8 2010 2:09 PM EST
Rumor has it, they're adjusted to give the same drop rate.
AdminShade
March 8 2010 2:15 PM EST
Can I ask, do battles with tournament character count?
Myth, I highly suspect not, especially since they are not eligible to earn an item.
My main concern is that although drop rates are increasing, the "pool" of items to be dropped might be the same. If it is, we might be, I dunno.... shooting blanks (what is the term I'm looking for?). Not enough items to go around.
Hopefully though, this change will stop people seeing nothing all month, then 5 guys getting three drops each halfway through a wacky XP time.
DoS
March 15 2010 3:22 PM EDT
So I take it the fullness of the auctions by the auctioneer is because of this? cool :)
AdminShade
March 15 2010 5:31 PM EDT
more drops in auction and less with people? sounds to me like we're getting less bang for our buck?
it should have had enough time to stabilize by now and judging by the drops thread, the drop rate may be a bit high.
does the change also affect the auctioneer spawns as well?
Not sure on that dudemus and honestly I think the frequency being a little high balances out the lack of drops from before. On a side note I will say I think the Botcheck frequency has gone up a bit as well. It's gotten annoying again :-/
if rares are going to become ubiquitous they might as well spawn in the store. auctioneer spawns, player drops and the black market are then redundant systems that when eliminated would result in more efficient code. auctions would likely be redundant as well with the advent of salvage yards and disenchant as tats could always be traded by fs/wtb.
it would be much easier to maintain the one system as opposed to the others as well.
not that i am arguing for that to happen, but i am left assuming that if ns wanted rares ubiquitous he would have gone that way instead of reworking the drop rate.
therefore, i stand by my former statement that the drop rate is a bit high. ; )
does the change also affect the auctioneer spawns as well?
Yes, they are one and the same.
I think the Botcheck frequency has gone up a bit as well
Unchanged
i stand by my former statement that the drop rate is a bit high.
You're right, I'm just lowering it slowly. I cut it a little bit a day or two ago, and I'll probably keep cutting it a few more times.
i am very glad to know you are on it! thanks as well for the feedback.
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