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Thread: Hero Gear research mats drops

  1. #111
    Join Date
    Oct 2009
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    Derby, United Kingdom.
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    I take the monkey comment very seriously and you just broke my heart.

    Quote Originally Posted by Alusair View Post
    If you don't care enough to make yourself understandable, don't be surprised if others don't care enough to try to figure out what you're trying to tell them.

  2. #112

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    Well i never said you monkeys were all bad. As i said in the anti monkey post your always very helpful.

    Just that they should use you as programming slaves.

    Surely you can see why that would benifit everyone.

  3. #113

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    Quote Originally Posted by Dawnseeker View Post
    What you're asking for is that we increase the drop rate. Doing this costs us money, so I'm asking how we make that up.
    Yes that is what is being said now because we are telling you it keeps interest in your game. These are monotonous tasks and the return for the work is not there. That is what I was saying by you are making the game less fun. Medals and hero resources should not be your best selling items. On grinding tasks like medal farming, people are going to spend money on them even if the drop rates are increased.

    I will say this again, war is what made Age 1 great and it is what kept people around long after the quests were over. Get people to the end game and have them focus on fighting.

    You also have a hot sale button in your store that you have never changed since this game has started. Start using it. Occasionally put things on sale. For instance ADV Teles are only 70 cents this week. Buy 5 teleports for the price of 4 etc. Also, create packages that have to do like certain aspects of the game like a warriors package (teles, excalibur, truce etc) or a builders package ( speeed ups, scripts, produce items). If you start actively trying to solicit your products and start giving deals, people will be more likely to spend.

    Come up with a solution to merge Age 1 and 2. I know you have something planned so hopefully it will work. Continue fixing bugs and focusing on customer service. Get people talking positively about your game here. Not because you want them to but because they want to.

  4. #114

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    bugs have gone unfixed for long long time now: suppression bug still here, hero quests still bugged to hell etc. cannot talk good about stuff when bugs remain unchecked. even more so when you say they are fixed, hell i even got a mail saying you fixed the suppressing timer bug as i sit and stare at 8-10 timers stuck. Ironic.

    and yes i agree that they do a poor job of offering up specials and incentives or reasons for people to buy more. which they need to do so, especially since it is all 10101010101 for them , and costs them nothing to sell an amulet at half price for1hour during the day.

    happy hour as it is.

    seriously i can come up with fixes, ideas and stuff that will make your game succeed all day long but you dont listen or understand the concepts.

    or i can come up with more ways for you to make money and encourage people to buy, but once again you dont care. your going on the run the game into the ground squeeze out money while we can model concept, and thats unfortunate


    my ideas in the above above post about the rates and how they should be and how to adjust them would make your game enjoyable and encourage spending and overall consumer and non consumer happiness.

    i get ****ed in game, i go and take alot of people over and make them cry n quit. lol now if i had some drops.. youd have more customers lol

    but besides that point: the people who buy coins and pay are not the ones you need to worry about getting drops, those people are slackers and find the easy way to try and succeed in game, by buying coins, that wont ever change. they may attack some valley and npc but not at the rate as the other players who dont buy. dont punish players. come on now. your business model wont fail if you made the right changes to the game in the right way. in fact revenue will go up, why dont u try it for a month. do my idea, up the drops to what i said. and at same time if u dont want a skewed stat... but put in that happy hour 25% off during this hour. or something of that nature. it encourages spending. just like the free tax weekends encourage people to buy stuff at store. or holiday weekends encourage people to go out grill, cook, lake etc etc.

    think, or if you cannot think. listen to me.
    Last edited by Napolleon; 05-29-2010 at 09:11 PM.

  5. #115
    Join Date
    Aug 2009
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    Exploring the dark side....
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    Quote Originally Posted by Dawnseeker View Post
    All items already drop, and the chance is much better than hitting the lottery. Sorry you don't believe that, but we monitor the drop rates and everything is dropping at the correct rate. What you're asking for is that we increase the drop rate. Doing this costs us money, so I'm asking how we make that up.
    You have stated adamantly several times that the drop rate is correct. The one thing you are not saying is what that drop rate is meant to be.

    Many of the folks on this forum have been blessed with big brains and are more than capable of working out the math. Everyone started posting that something was wrong with the drop rate. There was absolutely no way that every single one of them was simply whining about a run of bad luck. Turns out there WAS something wrong with the drop rate.

    Now, if folk have the actual drop rate for their server, they are going to be able to tell very quickly if it is bad luck holding them back, or another 'fix' that broke something else.

    Is this mythical percentage dependent on item?? Or is it applied to all items etc across the entire server equally?? Is it dependent on which state they are in?? Does it change from state to state?? Is there a different percentage applied to lakes as opposed to hills??

    Stating that the drop rate is correct is information out of context. Context is supplied by telling us what the drop rate is meant to be.

    Jadaxious
    PLAGUE - 133

  6. #116
    Join Date
    Oct 2009
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    Derby, United Kingdom.
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    This thread will be closed if this continues...

    Is there any more information we can get on this or will anything else just be a repeat of what has already been said?

    Quote Originally Posted by Alusair View Post
    If you don't care enough to make yourself understandable, don't be surprised if others don't care enough to try to figure out what you're trying to tell them.

  7. #117

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    I wish evony would stop tying all these people to there computers and forcing them to play a game they apparently dislike so much.

    Please for the love of good take off the handcuffs that hold them at there workstations.

    Part of the game is experiance, spend enuff time trying to get what you want and youll find the best ways of getting it, sure you probably wont find a 100% way of getting it but you may find a 10% way instead of the 5% your currently getting.

    Im unsure how evony runs its random generator but to give you an idea of how complex it may be which is why some people get good drops and others bet bad drops heres an example of a generator i once implemented.

    Yes/No

    Yes:
    Teir 5 Yes/No
    Teir 4 Yes/No
    Teir 3 Yes/No
    Teir 2 Yes/No
    Teir 1 Yes/No

    Teir 5 yes
    rndm roll 1 - 1000
    Item 1 if rndmroll => 1 and < 50 then yes
    Item 2 if rndmroll => 50 and < 60 then yes

    ect...
    the rndm roll is based over everyone in that server
    so even if you got 1000 teir 5 roll's then you wouldn't necessarily get 50 item 1's
    The probability being that 1000 people got a teir roll and 50 of them got item 1 you got item 20

    So instead of the individual getting a 5% chance to get the teir 5, item 1
    Its actually a 0.5% chance but the drop probability is still 5%
    Obviously the higher both those numbers are the lower each individuals chance is even if the drop rate still remains at 5%
    10,000 rndm roll => 1 and < 500 is still a 5% drop rate but each player only has a 0.05% likely hood.

    See how your statistics without correct sampling can be incredibly inaccurate? Evony sees all, i assume they can do math.



    This is loosely based on peoples claims of 0.01% drop percentages and the likes.

    not saying its what evony has but the likely hood is the random generators would be server wide not 1 per player
    Or else there would be massive CPU requirements

    Just 1 possible way alot of you may be getting worse drops than you think and your statistics would be flawed in this circumstance.

    and even giving that i gave the boundries my statistics still wont apply, because if the first 50 players got item 1 then your chances of getting item 1 would be next to none,
    It gets real real complex, the only statistic that remains set in place is the hard programed 5%

    And in order to succesfully get "correct" statistics would take 100's of thousands of samples. Or be evony and see them all.
    Last edited by spikefin; 05-29-2010 at 09:37 PM.

  8. #118

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    Quote Originally Posted by TCWNME View Post
    This thread will be closed if this continues...

    Is there any more information we can get on this or will anything else just be a repeat of what has already been said?
    Why? No one has said anything inflammatory. I think everyone in this thread is trying to add constructive criticisms. Not bash Evony, but to add what they see is wrong and ways to make it better.

  9. #119

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    Quote Originally Posted by jobu55 View Post
    Why? No one has said anything inflammatory. I think everyone in this thread is trying to add constructive criticisms. Not bash Evony, but to add what they see is wrong and ways to make it better.
    There's someone starting to bash the people stating that what's been done is extreme, acting like those of us are wanting "something for nothing".

    To that person, again, to make it to Prinzessin on Server 16, which had (and still has, as server N4) the significantly higher medal drop rates, took somewhere between 4 and 5 months of lengthy (8 hour+) daily gameplay. This equates to as much as, if not more than, the same amount of time that would've been put into a traditional "full time" job (40-hour work week).

    That's all I'd like to see the difficulty level set at. If people are much more casual players, then it will take at least double that (8-10 months) or even triple (12-15 months). I fail to see how that is wanting "something for nothing", and it is highly insulting to be told that it is...

  10. #120

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    Quote Originally Posted by neko_lord View Post
    There's someone starting to bash the people stating that what's been done is extreme, acting like those of us are wanting "something for nothing".

    To that person, again, to make it to Prinzessin on Server 16, which had (and still has, as server N4) the significantly higher medal drop rates, took somewhere between 4 and 5 months of lengthy (8 hour+) daily gameplay. This equates to as much as, if not more than, the same amount of time that would've been put into a traditional "full time" job (40-hour work week).

    That's all I'd like to see the difficulty level set at. If people are much more casual players, then it will take at least double that (8-10 months) or even triple (12-15 months). I fail to see how that is wanting "something for nothing", and it is highly insulting to be told that it is...
    or for them to say that by upping rates to where they should be is gonna kill the game. which in and of itself is cheap to produce and already existed not much invested into it and already shown profit.

    and they were selling coins during the high drop rates and the game didnt go under. so find a happy medium u will always sell coins to the lazy people

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