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Jul 24 2018 08:06am
sometimes when you are searching on the ladder prof the screen is blank




niclas used warharmers so i know there should be prof
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Jul 24 2018 08:16am
MQ testing is complete and good to go, so you should be able to play again without interruption for now.

Moojilsuh: Search flood, happens @ live server too. "Normal" functionality for now. I plan to address it to either give a notice on your screen, or something.
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Jul 24 2018 08:17am
does +chain for unexplore fields work? cant see anything
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Jul 24 2018 08:20am
Quote (NeverDies @ Jul 24 2018 09:17am)
does +chain for unexplore fields work? cant see anything


Teasing for possible future update, I never said I implemented it. All implementations were clearly denoted with a * or - before them in my posts in the other topic.

Updates:
- A couple of group bugs fixed, guild only works now, show all checkbox now works
- New Feature: Evil Wells have a chance to crumble and disintegrate when used.

"What is he thinking?!" many of you may say. Well, if you haven't played the beta and seen how the drops are, then you won't understand. Those that have should be able to realize this isn't a huge problem, and keeps the Well as a nice bonus feature, but not an unlimited pot of goody-goodness.

/rage mode on
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Jul 24 2018 08:55am
Quote (njaguar @ 24 Jul 2018 06:07)
Current drop stats since last restart:
T1 [15022]
T2 [7400]
T3 [3640]
T4 [2096]
T5 [1002]
T6 [563]
T7 [261]
T8 [114]
T9 [65]
T10 [34]
T11 [18]
T12 [14]
T13 [4]
T14 [0]


This makes a nice smooth graph of exponential decay :) Id say it was too steep but given the fact there have only been a few people high enough for the top tiers its probably working fine.

I was wondering if there was a way to sort these stats for just the people that have reached 71 so we could see the actual drop rates of a full climb. Maybe just pull Ristivall's drop stats if possible? I think the low tier items skew the raw data just because of how many people are still low level compared to high. Filtering based on only completed climbs would give a better picture of the actual ratio of the tiers dropping :) Just curious as to what would be showed under these parameter. Either way thank you for all the work youve done on the drops :) this already looks amazing!

Quote (njaguar @ 24 Jul 2018 08:16)
MQ testing is complete and good to go, so you should be able to play again without interruption for now.

Moojilsuh: Search flood, happens @ live server too. "Normal" functionality for now. I plan to address it to either give a notice on your screen, or something.


Ive noticed that if you log in and go directly to the market and place a search too quickly after logging on you get the search flood. What is the actual length of time you must be logged in before searching the market to avoid this? I tend to log in and just come back a couple minutes later to actually search.

Quote (njaguar @ 24 Jul 2018 08:20)
Teasing for possible future update, I never said I implemented it. All implementations were clearly denoted with a * or - before them in my posts in the other topic.

Updates:
- A couple of group bugs fixed, guild only works now, show all checkbox now works
- New Feature: Evil Wells have a chance to crumble and disintegrate when used.

"What is he thinking?!" many of you may say. Well, if you haven't played the beta and seen how the drops are, then you won't understand. Those that have should be able to realize this isn't a huge problem, and keeps the Well as a nice bonus feature, but not an unlimited pot of goody-goodness.

/rage mode on


Do all actions have a chance to destroy the well like fishing or just welling items?

This post was edited by Cheeya on Jul 24 2018 08:56am
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Jul 24 2018 08:57am
Quote (njaguar @ 24 Jul 2018 15:20)
Teasing for possible future update, I never said I implemented it. All implementations were clearly denoted with a * or - before them in my posts in the other topic.

Updates:
- A couple of group bugs fixed, guild only works now, show all checkbox now works
- New Feature: Evil Wells have a chance to crumble and disintegrate when used.

"What is he thinking?!" many of you may say. Well, if you haven't played the beta and seen how the drops are, then you won't understand. Those that have should be able to realize this isn't a huge problem, and keeps the Well as a nice bonus feature, but not an unlimited pot of goody-goodness.

/rage mode on


Rage Mode Activated

What in the actual f.................................

I'd say outside of events when we get more wells, I might get a solo well 1/5 - 1/6 of my climbs. Usually by then I really need a well. Problem is, thats usually the only well I'll find too. If it poofs after the first use I might die.

This post was edited by Ryanrules on Jul 24 2018 09:00am
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Jul 24 2018 08:59am
Quote (njaguar @ 24 Jul 2018 15:20)

- New Feature: Evil Wells have a chance to crumble and disintegrate when used.



Fishing too? or just for thwoing whites?
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Jul 24 2018 09:00am
I already have the item drop data graphed, and it's exactly in line with what I was shooting for. I only provided these specific counts just for fun for you guys. The algorithm cannot fail outside of the parameters given, which is that it will always have a fairly constant chance, vs. the old algorithm.

One key stat I've shared with a few people, the old (live) algorithm has a 0.0001% (or worse) chance to spawn a T14 from a normal mob. The new one is consistently at ~0.1336% or so, depending on the strength of the monster. Huge increase and uptick, and yes, it's an exponential decay up to that point, so you can extrapolate easily what the other values are and will be.


Updated description:
- Evil Wells now have a chance to disintegrate when used and the evil monster spawn is defeated
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Jul 24 2018 09:01am
Quote (njaguar @ 24 Jul 2018 16:00)
I already have the item drop data graphed, and it's exactly in line with what I was shooting for. I only provided these specific counts just for fun for you guys. The algorithm cannot fail outside of the parameters given, which is that it will always have a fairly constant chance, vs. the old algorithm.

One key stat I've shared with a few people, the old (live) algorithm has a 0.0001% (or worse) chance to spawn a T14 from a normal mob. The new one is consistently at ~0.1336% or so, depending on the strength of the monster. Huge increase and uptick, and yes, it's an exponential decay up to that point, so you can extrapolate easily what the other values are and will be.


Updated description:
- Evil Wells now have a chance to disintegrate when used and the evil monster spawn is defeated


Updated my last post:

I'd say outside of events when we get more wells, I might get a solo well 1/5 - 1/6 of my climbs. Usually by then I really need a well. Problem is, thats usually the only well I'll find too. If it poofs after the first use I might die.

To give you a little insight of my potential struggles with this. I don't know if anyone else has this issue.
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Jul 24 2018 09:03am
It was never intended to well camp, and this feature has been planned pretty much since I put it into the catacombs. It was just a bit more of a pain to implement in the old server. I mean, use some logic here, if it was intended to well camp and use it forever, why not just leave it in town? :wacko:

Again, the line immediately following that new feature announcement is highly applicable here, and I ask that you please reflect on it.
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