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Malle

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  1. Fill in the blank: lies, damned lies and _________. Let's work with the following data: n1 Rep / Rep matches n2 Imp / Rep matches, of which the Imps win n2i matches giving a win rate of n2i/n2 = x% of cross-faction games n3 Imp / Imp matches Now, what most players are interested in, I assume, is the value of the variable x. However, when reporting the win rate for the imperial side, there are several ways one could interpret "the win rate" and thus there are ways of fudging your results. 1. Cross-faction match win probability Question: "If the warzone is a cross-faction game, how likely is it that the imperials win?" Answer: n2i/n2 = x. 2. Faction side warzone win probability Question: "If an imperial player joins a warzone, what's the probability that he will win?" Answer: (0.5*n3 + x*n2)/(n2+n3) 3. Global warzone faction win probability Question: "Of all warzones played, how many are won by the imperials?" Answer: (n3 + x*n2)/(n1+n2+n3) To exemplify, let's use the following data: 100 Rep / Rep matches 1000 Rep / Imp matches, 800 won by imperials for a win rate of 80% 5000 Imp / Imp matches Reported probabilities: 1: 80% (800/1000 = 0.8 = 80%) 2: 55% ((0.5*5000 + 0.8*1000)/(1000+5000) = 3300/6000 = 0.55 = 55%) 3: 95% ((5000 + 0.8*1000)/(100+1000+5000) = 5800/6100 ≈ 0.95 = 95%) Doing the same calculations but for the republic side: 1: 20% (200/1000 = 0.2 = 20%) 2: 23% ((0.5*100 + 0.2*1000)/(100+1000) = 250/1100 ≈ 0.23 = 23%) 3: 5% ((100 + 0.2*1000)/(100+1000+5000) = 300/6100 ≈ 0.05 = 5%) So, yeah, if I wanted to make the game look balanced, I know which metric I would use. Note though that the most "fudged" answer (option 2) doesn't sum up to 100% for imp win chance plus rep win chance. Maybe people should ask Bioware for how many games the Republic side wins
  2. And, if anyone is interested, with a 25% probability per trial and 1000 independent trials, the probability to get exactly 250 successes is a measly 2.9%
  3. To familiarize people with the notation used: "P(comms<=N|bags=M) = p" means that p is the probability that you will get at most N commendations when opening M bags. P(comms<=3|bags=21) = 0.19168 ≈ 19.2% P(comms<=4|bags=48) = 0.0032068 ≈ 0.3% P(comms<=6|bags=50) = 0.019391 ≈ 1.9% P(comms<=1|bags=28) = 0.0032806 ≈ 0.3% Someone knows their binomial distributions. For any others who wish to know how lucky or unlucky they are, see these tables: Table of luck: http://i43.tinypic.com/35lhp40.png Table of unluck: http://i42.tinypic.com/eqnw37.png
  4. I reject your premise and substitute my own! Crafting systems are being treated as secondary systems in MMO's, and that is why those who actually enjoy crafting, as a goal unto itself, feel that SWG's treatment of crafting was superior to what most if not all other MMO's have done. If combat was being treated as a secondary system in the same way most MMO's treat crafting, people who like combat (be it PvP or PvE) would unite and say "combat in <the only MMO which treats combat as MMO's do today> had the best combat system ever".
  5. Gifts give a base value of 24 affection (for a premium liked gift of the same rank). A gift which companions don't care about will multiply this by 0. A favorite gift (second best type) will multiply it by 2.25. A loved gift (which gives most affection) will multiply it by 4. A prototype gift will multiply it by 5/3. An artifact gift will multiply it by 4. Giving three or more ranks below will multiply it by 0. Giving two ranks below will multiply it by 0.2 Giving one rank below will multiply it by 0.5 Giving one rank above will multiply it by 1.1 Giving two ranks above will multiply it by 1.3 Giving three or more ranks above will multiply it by 1.5 Non-integer results are rounded to the closest integer. Example: A loved prototype gift of one rank above the companion's affection will give 24*4*5/3*1.1 = 176 A favorite artifact gift of two ranks below the companion's affection will give 24*2.25*4*0.2 = 43.2 --- round ---> 43
  6. Send a companion to craft an item. Once the item is crafted, an error message will be displayed: "There are no missions defined for the crew skill 'Biochem'." Replace Biochem with any other crafting skill you use. This always happens, regardless of whether or not you have any queued items to craft, whether or not you gain a level, whether or not you crit, and so on.
  7. Sakshale, Panathan Spring is a bioanalysis missions, not a biochem mission. You can see it at TORHead.
  8. I completely agree with this (with the exception that the "repeat" business wasn't great for all crafting classes, most notably architects). The difference between SW:G and other MMO's is that SW:G treated crafting and combat as two equally valid focuses of the game, while (most) other MMO's simply stick crafting onto your character and say "Hey, get this list of items and you get a slight perk". People who claim that they liked SW:G's crafting system probably do so because they genuinely enjoy crafting and creating things, while those who complain about it simply want the perks that crafting could provide for combat. Try to see it from the view of someone who would rather have a crafting focused character than a combat focused character. For instance, consider what most other MMO's would look like if you changed them so that they are as much about crafting as they now are about combat: You might have dozens if not hundreds of different resources. Each item could be built in a multitude of ways, each slightly affecting the final outcome. You might need some player interaction during the crafting process, affecting the quality of the final product, separating the good crafters from the bad crafters not only by the stat bonuses they have. There might be crafting competitions where the best crafter wins some rare resources to use. And, oh, you have a pistol so that you can go out and click on a monster to kill it, which can get you a few basic resources. Yes, just click it once and it'll die. We don't want to burden you with all that unneccessary fighting. Does that combat system sound like fun to you?
  9. Fair enough. Thanks for the heads up.
  10. Something I've noticed is that the in all of the last three warzones I've won, but for which I didn't get progress on my quest, the "The warzone will end in <xx> seconds unless more players join" message has been shown. I can't say I've been paying that much attention, but I have not noticed getting progression when that message has been shown. I think it deserves investigation at least, since it's an arguably legitimate reason to not make the match give progress.
  11. For those who don't understand: Biochem is a crafting skill. There are no missions for biochem. When you finish crafting something an error message appears, saying that there are no missions defined for Biochem. Technically the message is true, but 1) It shouldn't be shown for crafting missions 2) It should (probably) be shown if you try to access a mission/gathering skill and for some reason have no available missions. I get this error too, if that wasn't clear.
  12. Quoting my post about it in another thread:
  13. As far as I have been able to tell, the problem is that offensive points are not counted properly. My observations are as follows: 1. If you move your pointer over the objective points score for any player at the end of a warzone, you will see that it consists of two separate categories: "Capture Effort" and "Defense Effort". For each player, these categories always contribute exactly the same number of objective points. 2. Players receive medals for Defense Effort (e.g. "Defender" for 1k defense points). Players do not receive any medals for Capture Effort. 3. When winning a Huttball game 6 - 0, it's possible for the winning team to have a grand total of almost 0 in Objectives score. (see http://i44.tinypic.com/2mod1kp.jpg as an example) My conclusions/assumptions are thus: 1. Defense Effort counts as both Defense Effort and Capture Effort. 2. Nothing currently gives Capture Effort.
  14. That's what I get for elaving the window open while PVPing Good, at least it means that it's not impossible. I'll continue my ventures sooner or later, but for now I'm focusing on other things.
  15. I know how it works, I've read the guide and I have no qualms about it. However, what you say is irrelevant to what I was asking. Is there anyone who has gotten a purple recipe from reverse engineering a Critical Nano-Optic Skill Package?
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