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Marcus JuniusBrutus
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Posted - 2010.10.17 10:59:00 -
[1]
I would like to suggest that for every successful series of invention runs on a particular BPO, the player should get a small, incremental improvement of odds for the next run. This can be capped at a certain point so there is always chance of invention failure. For example, every 10 successful invention runs could improve the chance of inventing on the original BPO by say 1% on the 11th run+. The next 10 by another 1% to a maximum bonus of 5% after 50 runs (figures chosen purely to illustrate).
I think the logic that the character never remembers or benefits from a succesful run is flawed, particularly if the character is inventing repeat items of the same T2 type.
Apologies if this has been raised before.
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darius mclever
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Posted - 2010.10.17 11:11:00 -
[2]
so after a while you would have 100% chance? so the market gets flooded even more? not really supported.
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Marcus JuniusBrutus
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Posted - 2010.10.17 13:01:00 -
[3]
I'm not suggesting a 100% invention success rate. Rather an improved chance of future success for those regular, multiple t2 invention runs such as ammo, drones etc gained through successful experience.
As stated I think the logic of never learning from invention trial and error is flawed.
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Lutz Major
Austriae Est Imperare Orbi Universo
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Posted - 2010.10.17 19:26:00 -
[4]
Hmmm...invention ... BPO ... invention ... BPO ... Something does not quiet fit here ... if I only knew what it is ...
Oh yeah: its just a dumb idea
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Kai Lomu
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Posted - 2010.10.17 21:57:00 -
[5]
not dumb. supported on basis not extended to things larger than drones or ammo
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Irinia Boyadijev
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Posted - 2010.10.18 05:02:00 -
[6]
Not supported.
As horrible as current invention chances are, the market is fairly balanced around them. I understand where this topic comes from from an RP standpoint, but not every game design decision has to make sense from an RP standpoint. After all, it's not like you're forced to do nothing but invest the time inventing while the job is running.
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wr3cks
Reliables Inc Majesta Empire
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Posted - 2010.10.18 22:09:00 -
[7]
I think the real problem is with the quality of the RNG in the game.
My experience has been that results do not follow the expected bivariate distribution. I do not have the time/inclination to run chi-squared tests against them.
One relatively simple way to create more mean-centered results would be to create a hidden "luck" variable when delivering multiple jobs. If your last delivery was a success, the luck variable goes negative; and it goes positive after each failure. This was the technique that they used in Dungeon Master (http://en.wikipedia.org/wiki/Dungeon_Master_(video_game))
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darius mclever
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Posted - 2010.10.18 22:17:00 -
[8]
Originally by: wr3cks I think the real problem is with the quality of the RNG in the game.
My experience has been that results do not follow the expected bivariate distribution. I do not have the time/inclination to run chi-squared tests against them.
One relatively simple way to create more mean-centered results would be to create a hidden "luck" variable when delivering multiple jobs. If your last delivery was a success, the luck variable goes negative; and it goes positive after each failure. This was the technique that they used in Dungeon Master (http://en.wikipedia.org/wiki/Dungeon_Master_(video_game))
hmm ... we have about 1year 10months worth of inventions tracked and the average success rate matches the expected value. over all corp members and the last 30days it is 48.94%. (thats the number i have easily accessible in the app). according to the invention calculator it should be 48-49%
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