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Thread: Drop rates in age II

  1. #41

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    Quote Originally Posted by practicalfool View Post
    Yw mate. Less dependancy = less annoyance. At the very least
    lol, sounds like you went through this before ~

  2. #42
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    Learning to deal with the evony political curve was brutal. On my health, sanity, time. lol. I almost swore off ever hosting an alliance again.

    (c) Ravensigs production
    Quote Originally Posted by llCHICKll View Post
    lol, you are worst than ardee... at least she tells you right away to pizz off lol
    Quote Originally Posted by Alusair View Post
    Announcement:
    I will start randomly deleting a post of practicalfool here and there over time to mess with his mind.

  3. #43

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    Quote Originally Posted by practicalfool View Post
    Learning to deal with the evony political curve was brutal. On my health, sanity, time. lol. I almost swore off ever hosting an alliance again.
    Nice how you call it politics..... lol.

  4. #44

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    Evony needs to just come clean and post drop rates for all items and odds of items at the wheel.
    That way players can assess just how "free" this game is.

    As far as I'm concerned, this game is NOT free and has NEVER been totally free. I've played Evony for over a year and some items are nearly impossible to obtain without paying.

  5. #45

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    Quote Originally Posted by pork190 View Post
    Evony needs to just come clean and post drop rates for all items and odds of items at the wheel.
    That way players can assess just how "free" this game is.
    I don't imagine they will give out that information freely, It seems detremental to the game that we experiance such things, or as the case is reported by some of you, not experiance these things.

    Theres many things that can appear to change random drops, i'm feeling less and less like the case is just variance, as someone said in this post and as i detailed in the other post, On the server it may be a 5% (example) drop rate on mich scripts, but this may filter down to players resulting in a far lower visible drop rate per person. Due to multiple diminishing "rolls"

    Its all dependent on how evony choose to program it.

    The guy somewere above me explained it the simplest

    You have a 10% chance of having a 10% chance of having a 5% chance of a mich script. (All percentages are an example)

    Bear in mind said example is only a single of many possible ways of randomizing drops. It is not the norm (as far as i know) since board games, since computer randomizations are not restricted to 6 sides of a dice a single rndm of a high number can be scaled to give as many items whatever drop rate you want including the chance to "Not Drop" in which case theres no diminishing returns and only a single processor thread executed. This method also easily allows modifiers to directly change a single items drop chance.

    Dawnseeker did stipulate that the drop rates are now correct, And has also stipulated they are above 0.01% (He was replying to someone implying thats how low the rate was, im pretty sure he wasnt saying it meaning it was 0.1% but i cant obviously tell you what it was, he did say it was much higher.)

    *Shrug*

  6. #46
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    I enjoy evony, despite its many bugs, and have supported it for over a year on many servers, as I do believe in supporting a game that I enjoy. But I do agree that restricting drops on materials to the point that they really do not drop at all unless you play 12 hours a day constantly (no guarantee even then) then it does damage the desire to play. I have bought materials, but they are so expensive and you need SO much of them to upgrade that I could buy a car for less than I would need to pay for all of it, and expecting any player to pay such large amounts (per server) is not realistic. Any player that pays real money should get a decent return for his investment and spending money on materials is not realistic in terms of return. By cutting out any other way to get them, bar the wheel drops (one possible drop a day) the sheer scale of the requirement makes it pointless to even attempt it. Sure some players do spend hundreds on this game a month, but in a world recession, thats not a common customer and relying on the small handful of rich players to fund evony is going to reduce profits overall. If you want to reduce drops then INCREASE what you can get when you do buy the materials, I tried the boxes and kept (repeatedly) getting the LOWEST return possible. Why is there a lower return on buying the material boxes anyway, it should be geared so that you NEVER gain less than if you bought then individually, that would logically make people see it as a sure thing and pay the 5cent for one. You should gain 6 to 10 materials per box at least, maybe even 10 to 20 materials. That would encourage more players to pay more as they see it possible to go somewhere with your heroes. Paying 20 USD cent for 1 piece of wood is WAY WAY WAY overpriced.
    Scythe on S3, W12, etc.
    Scyther S128 Retired..
    Scythe NA4 Retired..
    RuinUrDay S146 (Retired).
    +REP me if I helped you.

  7. #47
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    finally the wheel, you should have a secondary wheel for cents that people actually pay for and the return seriously needs to be upgraded. I am sick of the dire returns when I spin after spending real money. Do you really think that getting food or a speaker or some lame strategm is really going to encourage people to spend 30 USD or more. Granted you can get lucky, but as Evony is not a casino, and wants players to return and enjoy the game so they spend more, having crappy returns on REAL money cents is not ideal.
    Evony realised this in Age1 and obviously found the change (uping the returns) beneficial to their profit margin. The wheel may be chancy but that does not mean it has to be poor. Have a secondary cent wheel for money players (any cent won on wheel does not apply here). I have seen it on other on-line games and it makes sense.

    And before anyone says its unfair to give paying customers a boost, and they should be in the same boat as those who never support the game, I say this. Wake up and run a business and learn the ropes. Respect the customer and he will respect you. Non paying players are not customers, its the payers that keep the game going. The trick is to convert non-payers to paying.
    Scythe on S3, W12, etc.
    Scyther S128 Retired..
    Scythe NA4 Retired..
    RuinUrDay S146 (Retired).
    +REP me if I helped you.

  8. #48

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    Quote Originally Posted by Dawnseeker View Post
    These items do still drop and repeating false information does not make it so. We recently fixed a bug with the achievements that increased the drop chance of items, so if you had those achievements, you'll see a lower drop rate than you had previously. But the items are still out there and drop at the correct rates.

    As Domi indicated in his post, it is obviously not intended for players to win literally hundreds of valuable items in a short period of time.
    Dawnseeker, what you are missing is that the drop rate is very near to zero for NPC attacks.

    It's true, I have 123 mich scripts in inventory, and that is probably excessive ... but you must understand that is from 100+ attacks per day since the 1st week of NA4. (well, ok, probably not 100 attacks for the first few weeks, but also more than 100 attacks on some days. average of 100 attacks is not an unreasonable estimate.)

    I am currently still doing 100+ attacks per day, although I took it easy on memorial day weekend and probably missed some. I have 68 pages of war reports (that is 680 attacks in 4 days' worth of reports). However, I have had 123 mich scripts in my inventory for 9 days. No drops. Even if the drop rate is supposed to be 1%, it seems that I should have a drop in 900 attacks. Even if I didn't, *someone* should have some drops somewhere, on some server. The only screenshot we've seen was that 1 amulet dropping from an NPC10.

    Players really have a bad taste in their mouth about this whole thing, maybe you could throw us a bone? What is the drop rate supposed to be for this stuff? Was the drop rate "bug" fixed on some types of attacks more than others, valleys vs NPCs? Are we attacking the wrong stuff?

    Can you drop a hint or somethingm to set us on thge right track?

  9. #49

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    Downseeker, May i ask you if the achievements are properly working ?

    the reason of these is because when u colonize a city the system gives u 2% when u colonize 5 it gives you 4% for treasure drop. clearly the drop rates of each time should be a lot more that what it is right now.

  10. #50

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    Your missing the point. Age II isn't supposed to be about "farming" npc's, it's supposed to be about mass colonization attacks (which is where I got most of my loot.)

    Complaining on forums they sensor won't increase drop rates on npcs (if you haven't noticed, they delete player made npcs, which is kind of a hint they don't want you "farming" them hundreds of times) is like asking why you got a late fee on your credit card when paying it a week late.

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