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JediJasonL

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  1. To both of those individuals that attempted to insert statistical math here, good try. What you have attempted to convey would be in regards to determining margin of error in comparison to sample size in a random community poll used to represent a community as a whole. What I am discussing here are the drop rates on items determined by the number of chances versus the number of items received for each individual, which can be calculated by simple percentage. While my drop rate is the only one I can be truly certain of (since my experience is the only one I witnessed first hand), the drop rates of others can be reasonably approximated by the number of packs they say they opened. Now, I'll be the first to admit that, while my drop rate is extremely low, it cannot readily represent the drop rate of the community as a whole. To do that, BW would need to randomly poll a number of players (2,401 players to be exact to receive a community drop rate with a 2% margin of error; see Gallup Poll) to find out how many packs they opened versus how many sabers they got. However, I think, with the number of folks I've seen post similar stories to mine, both on these forums and others, compared with the number of people I have seen in game with the sabers and the number of sabers listed on the GTN, it is fairly safe to say that the drop rate on the sabers is still much lower than what Bioware told us the drop rate on Gold items would be.
  2. So, I'm just going to do some math here and give you my feedback regarding that math. So, we have a chance at two items, which can either be a Silver/Gold item from the new pack or a Grand Chance Cube: Chances per pack = 2 There are 30 packs per Hypercrate, 5 packs per Supercrate, and then the stand alone packs: 30 packs per Hypercrate * 2 chances per pack = 60 chances per Hypercrate 5 packs per Supercrate * 2 chances per pack = 10 chances per Supercrate Standalone pack = 2 chances Now, onto what I have gotten so far: 4 Hypercrates * 60 chanes per Hypercrate = 240 chances 2 Supercrates * 10 chances per Supercrate = 20 chances 2 standalone packs * 2 chances per pack = 4 chances Total chances = 244 chances Number of Unstable Arbiter Lightsabers = 0 Number of Unstable Arbiter Dualsabers = 0 Now, let's assume I got one of either saber: 1 / 244 = 0.41% drop rate This means my current drop rate is less than one half of one percent on the Unstable Sabers. Amount spent ~= $160 Now, with all of this math, I'd like to voice my opinion on said math. First, I should not have to spend that amount of money to try and get something that I want. Yes, I understand it's a gamble. However, at the same time, I'm a loyal subscriber, regardless of the numerous faults this game has. I'm also not in Vegas playing slots. It's a video game that I subscribe to. There is absolutely no reason something on a market like the Cartel Market should be that rare, especially for subscribers that are willing to fork out the cash to play the game every month anyway. This leads directly into my second point: Why is the drop rate so low anyway? On top of all that, from some of the accounts I've read, my drop rate isn't even that bad. Some folks are experiencing drop rates on the order of <= 0.25%! So, Musco, this all leads very finely into my whole point: ABSOLUTELY NOTHING we are willing to spend extra money on in this game should have a drop rate that abysmally low!
  3. Three hypercrates, two supercrates, and two lone packs, no saber of either kind. This puts the theoretical drop rate just south of 0.5% for me. Considering a lot of you opened many, many more packs than I did, the drop rate is most likely near 0.1% or worse. So, roughly a 1 in 1,000 chance to get one?! What gives Bioware? Did you break the RNG engine?!
  4. This particular bug is so well documented and so specific that it should not be this difficult to debug and patch. While I am not a professional programmer, I know enough about programming to know that the users that have so unfortunately experienced this bug have made it LOADS easier on the Devs to track down the specific string of code linked to this problem. It happens against a specific mob using a specific attack, so instead of looking at the code for the entire Op, they can look, just at that fight and it is further narrowed down to one specific opponent in that fight. So here, we've narrowed down the code to look at considerably. The fact that it can be narrowed down even more to one specific ability means that the devs no longer have to look at 100% of the code, but more like 5% in all probability. Where this becomes a problem is if the programmers did not document the code well then they, in all likely hood, do not know where that section of code is. <--- So here's a tip for you Bioware! Document your code so it's easier to fix problems like this! If you already do, then kudos to you! What can help even more is if the sister ability in both SM and HM are functioning properly they have something with which to compare. However, if they simply copy and pasted the code over from the easier difficulties while at the same time changing the mechanics in even the smallest way, it could result in a problem like this. So, what to do in the meantime and afterwards until they fix it? In my mind, they should close down DF Nim completely until after the problem is fixed. Releasing and allowing players to run in an Op of this difficulty that is this bugged is extremely bad for business and a great way to lose the majority of the long term player base. For those that have already managed to pull through Nim DF even with the bug, grant them a special Beyond Nightmare gift/title/whatever. For all others, the special gifts/title period should be extended after the Op is back up and running. If I were calling the shots, I'd start it again like it hadn't even been released yet, allowing the full time to earn those gifts/titles. This is only fair and it can help prevent a mass exodus of players and/or lawsuits from selling a faulty product if it ever came to that. While shutting down the OP for the time being may be time consuming, extreme, and may result in lost revenue in the short term, the benefits in the long term would be well worth it for both Bioware as a company and for their player base. Now, more in general, Bioware has been known to release great titles with little to know bugs in the past so I know they are capable of it here too, even if it is an MMO that is constantly changing. As for the reason why this is NOT happening, I can only assume that the leaders in charge of the SWTOR team are pushing their employees beyond the limit of realistic deadlines. PLEASE STOP DOING THIS IF THIS IS THE CASE! I would rather wait another few months, or even a year, for new content that is functioning properly than receive that new content and not be able to experience it anyway because it is so broken. In the first example, you may have some grumbles and upset players because the content is becoming dull. However, in the second example, you have irate players and a loss of player base. Firstly, because the content is broken. Secondly, because they cannot experience this new content anyway BECAUSE it is broken and therefore must go back to trudging through the same old content as before. In both examples, people are upset because new content is taking too long to come to fruition. However, in the first example, players know to expect that they will have to wait a little while longer, and I promise you, we can actually be patient, especially if it means the content will work correctly at release. But, if false promises continue to be made and subpar content continues to be delivered, your player base will get out of this game just like a bad marriage they've grown too impatient with. In closing, I'd like to say that I love Star Wars in general, and I love this game. I also love Bioware as a whole and have greatly enjoyed many of the games you have released in the past. I do not however, enjoy the THOUSANDS of bugs that SWTOR has and will not continue to put up with it for much longer regardless of how I feel about the game and genre and I know that there are a GREAT number of players who agree with me. I do apologize for the short novel I have written here, but I feel it's only fair that you know how I and many others are beginning to feel. I hope that you take these suggestions to heart and determine a better way to deliver quality content to your players. Best regards, Dreskoss
  5. No, I'm not storing multiple keystrokes on one keystroke. If I was going to do that, I'd just use my mouse. As far as pressing 2 then 3 then 4, etc, my rotation is not actually that simple, I just used that as an example. And I already know that what I'm wanting to do is legal. There is plenty of documentation on that end. I just can't find an example for the script I want.
  6. Alright, I've searched this forum, the AHK forums, and Google for hours and have found myself running in circles. I want to create a legal one key press equals one action macro using the 1 key. So, if I hit the one key seven times, I get 2345678. So, I know how to create the first part of the macro, to get the one key to give me a two, but how do I change the action to 3 for the next press of 1? Can it be done using AHK or do I need to get a different macro program? Or better yet, can I write one in C without it getting ridiculously complicated? Please help!
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