Author | Content | Date |
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LUPISCUS |
some serious blue pills/ drugs goin on there.
Interesting ty. And ye.. would be nice to see the 200 guys with some benefits in an increased success rate |
#16 2019/08/18 18:21:01 |
MAVERICK |
I'll link some in abit mate. He did one of just tagged items which should eradicate most of the failures as people just use normalnrings etc. He also did one for +5s and +8's and legos etc. Quite interesting. One thing we kind of all noticed that on average for most chars ( regardless of skill) it was around 70% success rate.
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[quote="MAVERICK"]I'll link some in abit mate. He did one of just tagged items which should eradicate most of the failures as people just use normalnrings etc. He also did one for +5s and +8's and legos etc. Quite interesting. One thing we kind of all noticed that on average for most chars ( regardless of skill) it was around 70% success rate.[/quote]
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#17 2019/08/18 18:37:04 |
Z |
Tried to upgrade my first ever item today as I don't have any added gear, failed and broke my only good weapon.
It's definitely not too encouraging of a system lol, saying that I decided to use a lesser upgrade item on another weapon and of course that worked. |
#18 2019/08/18 18:55:59 |
RAVENSOUL |
Said for a long time now that skill has no impact on the success rate.
Absolutely no point going above 100 skill in any of the metal crafts just for doing upgrades. |
#19 2019/08/18 19:32:03 |
LUPISCUS |
In light of the fact that upgrading success is approximately 70% across the board, regardless of skill, is this a bug?
Should ppl with higher skill like 200 have a noticeably higher success rate? 5kish hours, give or take a couple of k, to reach.. would seem like a reasonable expectation to have some reward in this department? ( I'm from up North like... my mum n dad told me .. ''put the efforts in and you'll get rewarded'' maybe they were lying!! ;p )
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[quote="LUPISCUS"]In light of the fact that upgrading success is approximately 70% across the board, regardless of skill, is this a bug?
Should ppl with higher skill like 200 have a noticeably higher success rate?
5kish hours, give or take a couple of k, to reach.. would seem like a reasonable expectation to have some reward in this department?
( I'm from up North like... my mum n dad told me .. ''put the efforts in and you'll get rewarded'' maybe they were lying!! ;p )[/quote]
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#20 2019/08/20 13:29:22 |
TYRONE |
As much as I sympathise with you Lupi the reward for getting 200 was always known.
I have a feeling that a lot of these 150 chars will be used by multiple people and won’t be a true reflection of what the single player can manage, just by sheer volume going through that one char.
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[quote="TYRONE"]As much as I sympathise with you Lupi the reward for getting 200 was always known.
I have a feeling that a lot of these 150 chars will be used by multiple people and won’t be a true reflection of what the single player can manage, just by sheer volume going through that one char.[/quote]
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#21 2019/08/20 13:34:55 |
LUPISCUS |
umm dunno... attempts of 2k+ , giving averages of 70% doesn't seem to give any credence to skill levels. I'm just asking.. is it supposed to be this way? and why, after huge effort.. the 200 skill doesn't at least give some improvements on the 70% average.
Speaking for myself.. i didn't do it for fun, and im sure if u ask Flick or Raven., they may agree. ( they both left .. well im sure they read here still ) Something like 65% average at 100 skill .. 75% at 150 skill, and 85% at 200 would seem like a sensible figure to have. Credit to Fin for releasing the figures..it's like a govt. freedom of information act exposure. Maybe this is something that can be looked at.
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[quote="LUPISCUS"]umm dunno... attempts of 2k+ , giving averages of 70% doesn't seem to give any credence to skill levels. I'm just asking.. is it supposed to be this way? and why, after huge effort.. the 200 skill doesn't at least give some improvements on the 70% average.
Speaking for myself.. i didn't do it for fun, and im sure if u ask Flick or Raven., they may agree.
( they both left .. well im sure they read here still )
Something like 65% average at 100 skill .. 75% at 150 skill, and 85% at 200 would seem like a sensible figure to have.
Credit to Fin for releasing the figures..it's like a govt. freedom of information act exposure.
Maybe this is something that can be looked at.
[/quote]
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#22 2019/08/20 13:38:53 |
RAZOR |
Any noticable improvement would be good, event 65/70/75 based on the skill levels above
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#23 2019/08/20 14:09:59 |
LUPISCUS |
Crafting is one of the best aspects of Soma, but it's just too hard for the casual player.
Make it 2x quicker, 3x the mats !! polds and mat sellers in every town, and make it worthwhile..upping success ..something to aim for imo |
#24 2019/08/20 14:16:23 |
LEON1DAS |
Fin said he would put it in an order of skill level too sonwe can see better if there is improvements in skill level or not. From +1 items to +8
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#25 2019/08/20 14:52:32 |
RAVENSOUL |
It would be nice to finally know what exactly a players crafting skill gets you.
On esoma I used to ask Gorth, Rad, Slither nearly everyday asking about success rates on upgrades after 100 skill. Eventually they all seem to say the same that every 10 skill after 100 would give a slightly more success, so with that I just kept going. Then we found out about the so called success rates as of 100 - 150 - 200 which indicated that there's a better success rate the more skill you have, then you work out that it's all a load of shite and it still just boils down to a flip of a coin regardless of your skill and not to mention time wasted getting it. Levelling characters is easy Farming for items is easy Crafting system is pure luck
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[quote="RAVENSOUL"]It would be nice to finally know what exactly a players crafting skill gets you.
On esoma I used to ask Gorth, Rad, Slither nearly everyday asking about success rates on upgrades after 100 skill. Eventually they all seem to say the same that every 10 skill after 100 would give a slightly more success, so with that I just kept going.
Then we found out about the so called success rates as of 100 - 150 - 200 which indicated that there's a better success rate the more skill you have, then you work out that it's all a load of shite and it still just boils down to a flip of a coin regardless of your skill and not to mention time wasted getting it.
Levelling characters is easy
Farming for items is easy
Crafting system is pure luck[/quote]
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#26 2019/08/20 14:57:25 |
SAL3M |
Not sure if I caught it all (only about 3 or 4 data set pics?) on the discord but a big problem with the data released that I did see is that in most of the data sets only one or two people have 30 attempts or more then the majority only have a couple.
In most type A statistical studies (studies that reply on analysis of repeated results as opposed to analytical or other methods) anything under 30 trials would be considered a very small sample and as your sample size increases toward infinity you will tend closer and closer to the true mean. You can see this effect by looking at the few guys who have done like 2 or 3 upgrade attempts and have an 85% avg for example. What we really need to see is a list of a few people with 100 skill who have done 30+ attempts and then the same amount at 150 who have done 30+ attempts to really be able to comment on whether there is a jump between 100 and 150. Either way, the crafting system is too harsh and there should obviously be more reward for people who get to 200. Would just edit and add that a potentially valid type B approach to quantifying the uncertainty of a data set would be to go by an experienced person's knowledge so just asking Lupi, Raven, Monsterman and all these other guys who have loads of crafting experience is probably more reliable than these limited data sets but most seem to be agreeing with them anyway.
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[quote="SAL3M"]Not sure if I caught it all (only about 3 or 4 data set pics?) on the discord but a big problem with the data released that I did see is that in most of the data sets only one or two people have 30 attempts or more then the majority only have a couple.
In most type A statistical studies (studies that reply on analysis of repeated results as opposed to analytical or other methods) anything under 30 trials would be considered a very small sample and as your sample size increases toward infinity you will tend closer and closer to the true mean.
You can see this effect by looking at the few guys who have done like 2 or 3 upgrade attempts and have an 85% avg for example.
What we really need to see is a list of a few people with 100 skill who have done 30+ attempts and then the same amount at 150 who have done 30+ attempts to really be able to comment on whether there is a jump between 100 and 150.
Either way, the crafting system is too harsh and there should obviously be more reward for people who get to 200.
Would just edit and add that a potentially valid type B approach to quantifying the uncertainty of a data set would be to go by an experienced person's knowledge so just asking Lupi, Raven, Monsterman and all these other guys who have loads of crafting experience is probably more reliable than these limited data sets but most seem to be agreeing with them anyway.
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#27 2019/08/20 19:32:31 |
RAVENSOUL |
Do all the upgrade item have a set % of success/fail or is every upgrade item different? By this I mean...
Are the dropped ( +8 ) upgrade items set differently or the same as the crafted ( +5 ) upgrade items? If there all set at the same then you can take the % success somewhat as a guide line to your chances of success or failing, but if upgrade items have different % then your back to square one trying to find some sort or predictable chance to have a success. As I've said the crafting system being solely down to rng and having nothing to do with a crafters skill is pure luck.
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[quote="RAVENSOUL"]Do all the upgrade item have a set % of success/fail or is every upgrade item different? By this I mean...
Are the dropped ( +8 ) upgrade items set differently or the same as the crafted ( +5 ) upgrade items?
If there all set at the same then you can take the % success somewhat as a guide line to your chances of success or failing, but if upgrade items have different % then your back to square one trying to find some sort or predictable chance to have a success.
As I've said the crafting system being solely down to rng and having nothing to do with a crafters skill is pure luck.
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#28 2019/08/20 20:38:02 |
SAL3M |
What i’d always heard is that to add a +8 say an RDT that req 0 metal skill should have the same chance as a 150.
Where that came from originally I have no idea but could be worth testing doing rdts using a lvl 1 and then adding a load of +5 with a 150 and seeing how it pans out. Surely Fin can just look into the way is coded and get a definitive answer on this somehow?
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[quote="SAL3M"]What i’d always heard is that to add a +8 say an RDT that req 0 metal skill should have the same chance as a 150.
Where that came from originally I have no idea but could be worth testing doing rdts using a lvl 1 and then adding a load of +5 with a 150 and seeing how it pans out.
Surely Fin can just look into the way is coded and get a definitive answer on this somehow?[/quote]
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#29 2019/08/20 20:55:34 |
LEON1DAS |
Salem, have a look at the link I posted on first page. Daba has like 12k attempts at the anvil
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#30 2019/08/20 21:14:35 |
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