Well first things first. Your going to need to find the variance.
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I cant look at my logs right now but I did notice a string of fail for cracked earths as well. I can double check my logs as well.... could be a bug.
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Dolumar Forum » Beiträge von DoomPope
Well first things first. Your going to need to find the variance.
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I cant look at my logs right now but I did notice a string of fail for cracked earths as well. I can double check my logs as well.... could be a bug.
I would say it depends on how much code of the forum the devs have access too.
Most forums I have seen let you essentially throw a shiny veneer on a forum.... not much else.
But I do remember that being on a wishlist at some point.
Wolfieke schrieb:This game is getting to be more like work then fun.
I agree
And for me, its little things that get me.
Lets say I want to attack someone.
Well I have to randomly find people around my size and check their honor... there is no way to know who I can attack till I motion through the process.
Now, if I want to use spells I have to send fakes out with some wizards but not others so they don't F my cast chance. Then wait for them all to come back.
Finally, I can send my attack. This is all additional steps I must take just to do something that used to take all of 5-10 seconds.
I do not understand why I have to do so much work to accomplish so little.
I would just like the honor system to work in a simple and functional manor. ![]()
Ive noticed varying amounts for different buildings.... dont know if that is how it should be though. Just always assumed thats the way it was.
tl;dr
I say kill all the things.
I'm just mixed up by how my OP casting on itself has a lower probability than it does when it casts on my main.
Your own wizards from the non-casting tower count against you.
Hmm, I think we don't really understand each other...
I don't want to brag with knowledge or something, but I had statistics class last year and I learned there, that you can solve this kind of problems (determining the odds of 2 fails in a row) with a statistical tree, right? So, the first question is succes or fail, we take the fail branch (10% probability) to the second question (which is the same), and again we go for fail (again 10%). Now, if you want to know the odds of this happening, you have to multiply all odds in every branch you've followed, so that makes 0,1*0,1=0,01=1%.
I don't really see why you should multiply that number again with something else... Independent events just means that the odds of the event doesn't change after one try, or not? If not, statistics in your country is different from here
I am going to be overly pedantic and note that this is not statistics, this is probability ![]()
I do think for the two failures in a row you are correct. I always refer to the binomial probability equation for combined probability... because anything with factorials is fun. Using it the equation reduces to (q)^2|q=.1 = .01 or 1% chance.
Well, you cast them in a certain sequence and the odds stay the same... So I don't see why it can't be seen as a combined system...
If you want to know the probability of one specific sequence you can look at the sequence on the whole. ie
"What is the chance of getting one 2 in 2 throws?"
would be (1/6)(5/6)+(5/6)(1/6)
Chance of (2, anything else) plus the chance of (anything else, 2)
Meanwhile the question "What is the chance of getting a 2 on the second throw?"
Is simply (1/6) as the first throw has no impact on the outcome of the second throw.
edit:
This is a useful read for calculating probability of multiple attempts
http://en.wikipedia.org/wiki/Binomial_p … l_equation
11/36? I think that is 1/36... the odds of a combined event is the multiplication of the odds of the separate events. 1/6 * 1/6 = 1/36.
Only if you expect the same thing on each throw, or want a certain sequence. Only then can you look at them as a combined system.
If you are wanting to see the odds of throw a 2... its always 1/6 chance.
I am having a similar thing happen to me right now.
Also, as soon as the battle hit where it would switch over to the 'fighting in...' dialog the connection to server dropped for 5-10 seconds.
Not recently, but I used to have similar problems to make me think the random number generator was not working correctly.
I had some very low probability fails. Like asteroid hitting the earth and destroying all complex life probabilities.
what if a say.... three day, one way portal persisted after moves.
No particular order, but
Zelda series
Metriod Series
Secret of Mana
Civ series
Elder scrolls series
blame canada
If the offer daed put out for the flee code is still standing Ill look at it in the next few days and throw my changes in.
Not sure if it will be better or not, but now that finals are down I need something to do ![]()
my shining ore 3 is at 42%, but i have 8 fails in a row.
That is not too terrible though, at 42% the chance for 8 fails in a row is 1.2%
The problem is in the use of a uniformly distributed RV. You have equal chances of being at the extremes as at the middle. We should normalize
Indeed.
Or, if not eliminate it, give us the opportunity to mitigate it.
At the very least I would like to see the chance to flee a function of units lost, not just a static 50%. Something like 2x the % lost in melee.
So if 10% of a unit is dead, it has a 20% chance to flee.
And if wanted to add realism and more punch to archers make it 4x the % lost in ranged combat.
Personally, I'd like to get rid of the random factor in the battles.
+1
Or at the very least, reduce it.
The iphone lets you do very limited things, but the most important was to log in to appear online frequently.
I just dont see the point of having rune stealing on for beta. The functions for it work fine. If runes are cheap or free to scout.... what other purpose does it serve other than so people can be destroyed, and not test?
All I see it doing is forcing people to play beta, or not test the game.
I have long not seen the point in having expensive runes on beta.
Turn off stealing, give runes away and more stuff will get tested.
For archers--
The ranged aspect of them needs to be updated IMO. When there was a static 7 slots archers owned the field because they would always hit their targets. When the battlefield grew archers almost instantly became useless as they frequently would miss.
The battle system is a coinflip at low numbers of troops.
While I like the idea, your formula is off. Think about x<=10.
If wanted I can mull it over tomorrow.
Dolumar Forum » Beiträge von DoomPope
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