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Named spawn rate tied to your Hunter Achievement status?Follow

#1 Jan 17 2019 at 7:26 AM Rating: Good
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I posted under Sliggles the Sneak my experience that in Chelsith Reborn he was, by chance, the last named I was pursuing for the Hunter Achievement and he was by far the rarest spawn. It required 23 clears of his 5 PHers for him to spawn for me.

Now, in a bindable zone like this, my strat for Hunter is to bind near the spawn points of 3 nameds (using Gate, Sec Recall and Tert Recall), clear all the PHers, port out and kill time, then return and repeat until I get the nameds to spawn.

So Sliggles ended up the last of the 10 nameds by sheer chance.

Yet he ends up by far the rarest. The most clears I had to perform for any other named was about 8.

I seem to recall similar experiences in Crystal Caverns and Eastern Wastes,

It does tend to make me wonder...

The other experience I've had "forever" and always wondered about is kinda the reverse. I've left a zone with no nameds "up" (and did NOT clear any PHers, as I'm done for awhile and tired of clearing lol) and I was the only person in the zone, probably for quite a while. I come back an hour or two later and a named I'm seeking is up. Sure, it's always possible that some other player passed thru the zone briefly and cleared some mobs, thus setting up a respawn situation that happened to generate a named. But while this situation doesn't happen often, I do see it often enough that I suspect there is a mechanism in the game that very infrequently just forces a named to spawn. This might explain also why sometimes I will go to a zone for the first time and find several nameds up. Of course it could be they spawned after the last patch and nobody has since visited prior to my visit,

It's all strangely intriguing...

Edited, Jan 17th 2019 8:27am by Sippin
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#2 Jan 17 2019 at 4:51 PM Rating: Excellent
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I would have written off the differences in spawn frequency to RNG. We know that any zone has multiple simultaneous spawn tables that are used to replace killed mobs. In the case of "a sarnak courier" in LoIO, there are ~ten mobs on the table. If all possible table values have equal chance of being selected "randomly", 1 named in 10 possible choices should, over a long statistical average, appear once every 10 spawn chances. But just like the skill Hide which probably has a 25% success rate, in use, it doesn't feel that way at all. You can hit Hide a dozen times before it works, because the RNG is rolling 25-99, the more likely result, that many times.

There is another bias that is introduced when you are looking for 25 different named. You zone in and find 5 up, clear the zone and come back later. You are now looking for 20 named and 4 of those are up. By the time you are just looking for 1 named to complete the achievement, the chances of you finding it specifically is much lower than finding some of the other 24 up. The first 5 you found easily probably didn't have any greater chance of being up than the last one you are looking for.

Another similar mechanic are collectible ground spawns. Clearly 1 of the set is rare and the rest are random. I have assumed that these also use tables where there are 2 tables: 1 with the entire selection of items minus the rare, and 1 with all of the items including the rare. Randomly selecting either table per spawn loc would make the rare about as difficult to find as the sarnak courier - obtainable but rare. The fact that the uncommon sarnak courier has yet another table for loot is what makes the goblin ring spectacularly rare.

But, it's Everquest, and they certainly did have other mechanics to determine special spawns such as randomized timers since last kill, time of day in Norrath limitations (e.g. Cragbeast Queen), forced respawn at a randomized but set interval, and many more. But adding special exceptions like those bog down code speed and probably were used minimally. Probably not for just 1 of 25 named in a zone, unless that 1 was special.

I had been thinking about these mechanics just this week because I ran into someone camping the Goblin Gazughi Ring. I camped it once as well, briefly and unsuccessfully. You can pour hours and days and weeks into special rares like these, and like all rare things you do feel huge relief and achievement when you finally get the drop. From a purely pragmatic standpoint though, spending $100 on kronos and trading for someone else's time investment could be considered a wise move now that items in game have been monetized to x hours @ minimum wage.
#3 Jan 17 2019 at 6:22 PM Rating: Good
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Excellent points you make but I'm not sure it totally applies to my experience. I'm NOT clearing PHers for EVERY named I need every round. I'm just concentrating on 2 or 3 at a time. At the beginning of this approach, I'm getting named pops pretty fast. Say there are 15 names in the zone.

I clear PHers for 3 nameds. Randomly chosen. I get all 3 nameds within 4-5 rounds.

I move on to another set of 3. Again chosen randomly. Often just going down the list here alphabetically. Again I get all 3 nameds with a few rounds.

Continue.

Now I'm down to the last 3 nameds. Now things seem to slow down. Especially for the last one---very often. Like this Sliggles the Sneak.

Note that they already have mechanisms of similar operation for tasks where everyone in the group has to loot the same item off some type of mob. The first few kills have multiple items and it's easy pickings. But once say 5 players in the group have looted all 3 of some quest item... the last person is going to have to wait a while because those mobs suddenly don't have multiples of the drops. Heck, several times they have none. I've seen this a lot. Anyone doing these kinds of missions/quests with a group will know what I'm talking about. It's clearly part of game design in these cases.

Edited, Jan 17th 2019 7:23pm by Sippin
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#4 Jan 18 2019 at 9:24 AM Rating: Excellent
So take a alt to the zone and kill the PH's who does not have any hunter kills for that zone you need and see if they pop faster. then log over and you won EQ.
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#5 Jan 18 2019 at 6:52 PM Rating: Good
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Hmm, that might be worth a try altho not sure it means I won EQ. Smiley: lol
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#6 Jan 25 2019 at 8:06 AM Rating: Good
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Happening again in Plane of Shadow with the last two I need, Xoria Vor and Zel Kaxri. Have cleared PHers for both of these now at least a dozen times with no happiness.
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#7 Jan 30 2019 at 5:10 PM Rating: Excellent
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Anti camp code is being applied. :P
#8 Jan 30 2019 at 8:27 PM Rating: Excellent
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I never worked on any hunter achievements til recently. So far, I can't say I've seen this at all.

To be sure, some will be very easy (first time looking, they're up on track, badda bing, badda boom ;)

Some spawn after one clear or two, some take a bit more. Obviously, the ones which take more times to spawn will be the last ones you kill. It's like the old saying, a lost item is always found in the last place you look!

But you have to look at the whole group of names. The number of spawns will follow a bell curve, some on the low end, most in the middle, some on the high end. The fact that you're seeing such a distribution means that the RNG is likely working just like it should be.

For the ones I finish with in each zone, a dozen clears isn't out of the ordinary.

Edited, Jan 30th 2019 9:33pm by tatankaseventh
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#9 Jan 30 2019 at 9:36 PM Rating: Good
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You aren't getting me. I do NOT clear the PHers for EVERY named at once. I pick, certainly randomly, a couple of nameds and concentrate on them. When I get them to pop and kill them, I pick two more "randomly." (The only non-random feature is I try to pick two close to each other so it's easy to clear all the PHers.) I keep doing this. It APPEARS to me that once I'm down to the last 2 nameds or so, suddenly the number of PHer spawns I need to kill go up a lot.

In Plane of Shadow it's to the point where I've quit for now on the last 2 because I'm sick and tired of clearing for them. I will move on and "hunt" another zone and come back after a patch. I have to admit it appears all bets are off after a patch and I've often found named/s up after one that I've looked for a long time.

I'm not superstitious and I understand how RNG's work. If you follow what I'm saying closely you'll see that I'm contending the code tailors the spawn rate for a player clearing PHers, so if the code "knows" that player is down to the last couple of nameds he needs, it makes the named spawn rate a lot lower than "normal."

Edited, Jan 30th 2019 10:37pm by Sippin
#10 Jan 31 2019 at 6:01 PM Rating: Excellent
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Sippin wrote:
You aren't getting me. I do NOT clear the PHers for EVERY named at once. I pick, certainly randomly, a couple of nameds and concentrate on them. When I get them to pop and kill them, I pick two more "randomly."


OK, I see your point, but I still think it's just random. There's only one way to prove it.

Partner up with someone in a zone where neither of you has any named. Divide the names into groups of three, and go through those groups of three in the opposite order. If you both see the same results (last group takes longer than all the others), then since each other's "long spawn" group is the other guy's "short spawn" group, you'll have something.

If you're on Tunare, I'd be happy to participate. Though, technically, we don't need to be on the same server, it's the same code all the way around.

edit - you also need a way to score it and keep it normalized. For instance, if name A has 2 possible PHs, and name B has 4, then the number of spawn cycles isn't enough. You'd need to keep track of the individual spawns.

And what if somebody else clears the spawn? Ah, there's the rub!! Try that, too. When you get to that last couple of names, have an alts with no hunters done, clear the PHs ;)

edit 2 - one more data point: I just finished Morrell's Castle yesterday. Last one I had left was Om*** the Devoted (whatever the name was). PH is a devoted guard. I cleared 19 PHs til the named spawned. I only noticed 2 PHs at first, so there was 4 rounds of clearing 2. Then one round of 6, and the last 5 were in the same set where the named spawned. Let's just say 6 rounds of clears. That doesn't seem too bad. The other two I had which took a while were Jenni Hollowfield and Soul Taster. Jenni took 7 clears (4 PHs, but I cleared 7 the last few times, some dispute over the PH name), and Soul Taster was kinda funny. That took 10 rounds (3 PHs). The last time I cleared the PHs, I noticed after I was done that a group was there killing (I suffer from "tunnel vision" a lot, I get in a groove and I miss things ;) I apologized and assured them I wouldn't be back, and they asked what I was looking for. When I said Soul Taster, they laughed. It had popped numerous times while they'd been there the previous few hours. They sent me a tell the next time it popped, and I got my hunter! So, does that prove your theory? I don't know. I don't play for long sessions, so when I say I cleared PHs 10 times, that could be over several days. Do other people kill my spawns? I don't know. But, the game would have to know WHO killed the PH, and then have a variable chance to spawn the name. I don't see that happening.

Edited, Jan 31st 2019 7:19pm by tatankaseventh
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
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#11 Jan 31 2019 at 6:32 PM Rating: Excellent
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There's goofy things historically, Raster in Guk and the "timing of the kills" debate/theories... Quillmane

Old Froglok in upper Guk just spawns... the "PH" sitting there aren't his PH at all. But many kill them thinking they are.


These are really old examples when the devs weren't necessarily trying to be all that crafty.

Gorge of King Xorbb (another oldie) appears to use the mechanic of "spawn points x, y and z can all spawn a cycle, which named 1-6 appear on".

But... they've gone back and flagged a pile of these old NPC as "rare creatures"... so the spawn weekends impact them. I spent an afternoon in the Gorge last rare spawn weekend and got every single named... I have spent literally weeks in that zone going days between 2 named. I had never seen Klei until this last time. --server up is still likely your best bet to get a Xorbb without waiting/working

Again, old content (with a new condition applied to it) so not necessarily connecting to you situation.

Modern devs are pretty crafty though...

so sure, it could be rng bad luck

it could be that much rarer % of a spawn

The PH may not be directly the PH (unless you watch all spawns between two identical named spawns it is hard to know if there isn't a despawn or timed aspect).

It could be some crazy sadistic design tactic. If you try for Sliggles the Sneak first on an alt... what happens?
#12 Jan 31 2019 at 8:57 PM Rating: Excellent
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But Sippin's argument would be, why is he always running into the really hard-to-spawn names, at the END of each level, when he's taking them in groups of threes? He's just always randomly leaving the hardest to spawn til the end, by chance?

That's the question at hand. Hence my proposal to test it.
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Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#13 Feb 01 2019 at 1:22 AM Rating: Excellent
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One more data point...

Sanctum Somnium, 29 named, I have 5 left (and rest of HoT hunters are done, this is the last zone).

Demonologist Sharra, cleared 2 PHs, named spawned on the next spawn cycle.

I think it's just the RNG.
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#14 Feb 01 2019 at 1:18 PM Rating: Excellent
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You're not gonna like me.....

Last 4 named in SS (so, last names left in HoT):

The Dream Collector, killed in 3rd cycle of 4 mobs
The Dream Destroyer, killed in 5th cycle of 2 mobs
High Priest Casmion and Archmagus Nesalie, killed in 2nd cycle of I don't know how many mobs. I went through the whole tower section, killing all the royal high priests and royal arch mages, and whatever else aggro'd me. Jumped back to the bottom, and both names were in that first respawn.

Sippin, I really think you're having a bad run with the RNG. But as I said above, I'd be happy to run a test with you in the zone of your pick (RoF or lower, preferably, don't know that I can take out names in TDS and above).

PS - don't ya hate the guy, who, when someone says "what are the odds of that", he tells them? ;)

edit - this was one session, and I was the only person in the zone.

Edited, Feb 1st 2019 2:33pm by tatankaseventh
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#15 Feb 01 2019 at 3:05 PM Rating: Excellent
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Your test was in House of Thule. It could part of code for Rain of Fear. Yeah, that might seem a stretch but I'm doing RoF zones right now and I've noticed it happening in more than one.

Not sure how you can help me test it, being on a different server.

Believe it or not, I have a "backup" druid who's 105. When time permits, probably this weekend, Super Bowl permitting, I will kill my last 2 nameds PHers in Plane of Shadow with THIS druid and see what happens. I mean even if the name spawns in one cycle it isn't totally convincing but it would certainly motivate me to repeat this approach in the remaining zones I need, which include Evantil, Breeding Grounds and the biggest challenge, Heart of Fear. Actually I have 2 nameds left in Evantil which I quit camping for the same reasons because I got tired after 20 clears. So that would be a good test for my backup druid as well.

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#16 Feb 01 2019 at 4:35 PM Rating: Excellent
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Well, as I said in my offer, I'm not sure being on different servers matters, unless you think the code adjusts not only based on who killed the PH, but also what server it's on. As long as they're both LIVE servers, of course.

It did occur to me that expac could matter, that they could adjust/change spawn code on an expac by expac basis. Who knows?

So, if I understand correctly, you haven't touched Evantil, Breeding Grounds, or Heart of Fear yet. I'd be happy to try a test in one of those. You post the groups in the order you'll do them, and I'll do the same groups, in the opposite order.

Frankly, I have no idea if I may have one or two names down, just by chance, in those zones. I'll check my logs or pop in game to check, and will update this post later.
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Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#17 Feb 01 2019 at 4:50 PM Rating: Good
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Yeah that sounds like a plan. I need only 3 in Evantil and have 2 kills each in the other zones. Heart of Fear would be an excellent test as the achievement encompasses 3 subzones. I will post here by tomorrow what I've killed. I have to take someone to dinner now lol.
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#18 Feb 01 2019 at 4:57 PM Rating: Excellent
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Sounds good. I just checked my notes (logs, actually).

No names down anywhere in Grounds or Evantil. In Heart of Fear, I have one name down (Hoary Gargoyle) in Rebirth. So the other 17 are still needed. Overall in RoF, I have very few names done, so it's a wide open expac for me. Might throw the results off, assuming how far done in the expac you are is a factor.

I did learn one other interesting thing..... while searching for the names in my logs, I see that there are a lot of spells named after the named mobs in Breeding Grounds. I kept seeing lots of hits on my searches, but not because I'd actually fought the mobs ;)
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
#19 Feb 02 2019 at 3:43 AM Rating: Good
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In Evantil I was camping Seedspitter and Uzrinar with no spawns after at least 15 clears each. I have all the rest except for The Ant Queen but haven't camped her at all. This zone is bindable so I suggest you camp at least the first two and see how long they take. I will go back, set my binds near all 3 and see if I have any luck.

In Breeding Grounds I've only killed Seros. I tend to leave non-bindable zones for last for practical reasons. If we continue this experiment to this zone I suggest we kill them in alpha order with me taking from the top and you from the bottom,

In Hearts of Fear I only have Simira and Soulhollow. The three subzones are all cool and interesting but being non-bindable and lots of SI mobs practically they're a pain. So the zone is ideal to follow my strat since I'd pick 2-3 nameds that are close to each other, clear their PHers and them camp out and return 20 mins later. I'd leave this for last and we can discuss any experiments involving it depending on how the first two zones go.

Edited, Feb 2nd 2019 4:43am by Sippin

Edited, Feb 2nd 2019 4:44am by Sippin
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#20 Feb 02 2019 at 3:49 AM Rating: Good
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BTW, nobody commented on this I said in a post above:

Quote:
Note that they already have mechanisms of similar operation for tasks where everyone in the group has to loot the same item off some type of mob. The first few kills have multiple items and it's easy pickings. But once say 5 players in the group have looted all 3 of some quest item... the last person is going to have to wait a while because those mobs suddenly don't have multiples of the drops. Heck, several times they have none. I've seen this a lot. Anyone doing these kinds of missions/quests with a group will know what I'm talking about. It's clearly part of game design in these cases.


This IS indisputable and I'm sure every player who has done this kind of quest in a group has encountered it. I'm pretty sure I did back in House of Thule, where Tatanka has been hunting. My point is the mechanisms for tying named and their drops to the players doing the hunting are already in game. Yes, THIS is a bit different since the group members are all flagged by being in the same quest. But...
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#21 Feb 02 2019 at 4:18 AM Rating: Good
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When going after Uzrinar at the top of the big tree in Evantil, when you have aggro on an ape, push it off the tree. Watch your merc go nuts. At least a merc tank. I think he warps to the ground to engage the ape but then the game mechanism brings him back to the top. I had this happen multiple times lol.
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#22 Feb 04 2019 at 1:06 PM Rating: Good
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In order for the spawn rate to be affected, one of two things has to be true. One, the server actually keeps track of who killed the PH. Two, it has some kind of proximity factor for each spawn point. Neither of these are practical, and no one would attempt to make it a factor. The problem is, what if someone else comes in the same zone with none of the Hunter Achievement done? How does that affect the 'calculation'?

Clearly RNG snipe is to blame.
#23 Feb 04 2019 at 7:33 PM Rating: Good
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Jinaabi, no clue as to how your second factor relates. Before you just blame the RNG, READ about my experience. In these zones there is rarely anyone else in zone and if someone else was going after a named I needed I'd offer to group and share the kill credit. Altho if my "problem" is as stated it would be to their disadvantage to group.

Ironically I did group with a ranger way back in Grelleth's Palace and camped a mob that I was having a hard time spawning. And sure enough it did spawn pretty quickly. So maybe that's the solution and I could try it with one of my own alts. I'm not paranoid enough to think the code "knows" when a player is boxing two toons... or am I?! Smiley: eek



Edited, Feb 4th 2019 8:35pm by Sippin
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#24 Feb 05 2019 at 10:21 AM Rating: Good
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Your experience is irrelevant. I once flipped a coin 10 times and got heads 8 out of 10. Statistically that is nearly impossible. But my experience is irrelevant because the odds still remain 50%.

As I said, either they coded kills to keep track of who killed the PH and then apply some algorithm to weigh the odds of the next spawn to be the named based on that persons progress in the Hunter Achievement. Or, they have to apply some algorithm based on who is within proximity to the spawn point and weigh the odds of the next spawn being a named accordingly. The complexity of either logic precludes it being even remotely worth it. There is absolutely nothing to gain by attempting to code spawns that way.

Sorry for your bad luck, but it is the RNG.
#25 Feb 05 2019 at 5:57 PM Rating: Good
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Quote:
I once flipped a coin 10 times and got heads 8 out of 10. Statistically that is nearly impossible.


The odds of that happening are over 5% or over 1 in 20. That's hardly "nearly impossible." No offense but this kinda undermines your entire position.

Quote:
The complexity of either logic precludes it being even remotely worth it.


Sez who, you? How do you know how complex it would be? I posted about comparable code in the quests that require obtaining multiple drops in a group for each group member which is probably as "complex" as what I'm talking about. Tatank's suggestions are much more sensible.

What bothers me about your posts is you talk in absolutes like you know it all. Unfortunately, that makes you come across as a.... know-it-all. Doesn't convince me even remotely.
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#26 Feb 06 2019 at 9:26 PM Rating: Excellent
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There's lots of (mostly really old) posts under items/mobs/quests here full of bizarre speculation. Almost never turning out to be true... though someone did predict the Underfoot expansion with pretty solid accuracy of some details years in advance...


Anyways, Sippin has a high post count of solid contributions aka not prone to hallucinations and weird ideas. Doesn't mean what this feels like is what is happening, but what if it is?

The topic is interesting... if people want to try and replicate or refute what Sippin is saying about the particular named spawns it really wouldn't take that many people trying it (on fresh characters that haven't done it) to get a better sense of what may be going on.
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