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  #5081  
Old 12-03-2016, 02:01 PM
Fasttimes Fasttimes is offline
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Quote:
Originally Posted by Cecily [You must be logged in to view images. Log in or Register.]
It took me 21 rolls in mostly 6 person groups to win my hiero. Got my fungi on my first. Random is feast or famine. DKP more or less allows an even distribution of pixels and sets a limiting factor lacking in loot council or random. But seriously is anyone dumb enough to use random loot distribution past like.. Seb groups?
Iirc anon does it as there loot system
  #5082  
Old 12-03-2016, 02:02 PM
Fasttimes Fasttimes is offline
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Or clue one of them
  #5083  
Old 12-03-2016, 02:49 PM
Raev Raev is offline
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Quote:
Originally Posted by bigbard1 [You must be logged in to view images. Log in or Register.]
Did anyone read this?
Some people can read and comprehend more than 160 characters, even if you can't.
  #5084  
Old 12-03-2016, 03:47 PM
jcr4990 jcr4990 is offline
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Quote:
Originally Posted by Susano [You must be logged in to view images. Log in or Register.]
Ravager is either caught in one of those situations where you know you're wrong and just run with it for arguments sake or he's just really dumb.

Third option is trolling, he'll probably fall back on that to try and save face eventually.

"Remember that time I argued for days about something retarded, I sure got them rustled!"
This
  #5085  
Old 12-03-2016, 04:07 PM
Juryiel Juryiel is offline
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Quote:
Originally Posted by Ravager [You must be logged in to view images. Log in or Register.]

Also, why should failure count? I've certainly never been rewarded for any of my failures.
Because you need the failure to learn the encounter. Without the failures you will never win. And saying you are not rewarded for failures is also a lie. If you are not failing you are not pushing yourself hard enough. The reward for trying hard things and failing, repeatedly, is typically the learning you need to do to move higher and get those phat loot rewards. The people who put in the time to learn are carrying those who don't, and should be rewarded for it.

Another interesting point is that Raev brought up and in the context of random drift due to high variability of /random. Although in the long term random processes can work, in the short term they can drift massively. Now imagine that interaction with censoring effects that cut out parts of the distribution, like when people leave guilds or quit EQ or, because they just happened to get all the stuff they need, they stop showing up as much. In other words, yes random is 'flat' in an ideal setting, but it's not systematically flat, and for short periods it can drift. DKP tries (though it also fails I'm sure) to create a distribution that is flat systematically, like each person gets (1 x unit of effort) in order, rather than 1 person gets 10, another person gets 3, another person gets 0, and then over time waiting for that to balance out to flat. Especially problematic when that person who got 10 stops showing up cuz they don't need anything, or maybe just because he got bored of EQ.

But again, all these examples are just to say that random has a lot of issues too, and especially so in a system that has the structure of EQ, where people change guilds or leave EQ, loot quality changes with time, some people can get their gear all in one raid while others have to get one piece from each dungeon, the amount of loot per hour can change for a given dungeon, and can be as low as 0 loot per hour, etc. If you convolve a crazy ass function with the flat function of uniform random, you get a crazy ass function in return, not a flat one.

Maybe you don't think failure should be rewarded - but I do, and I think it should be rewarded more so than just showing up to farming raids because it's more difficult and is what leads to the success later on - the farming is not leading to the success. Maybe you don't care that due to variability someone got 10 things in 3 raids then vanished, but I do. And I also don't want to wait a year for the distribution to get flat given the variability it has, I want to systematically force it to be as flat as I can, because people leave EQ or the guild over that time period and loot quality also changes during that time period so at any given snapshot in time you may have massive gear differences, even the 'number' of loots is the same in the long term. Maybe you don't want to incentivize specific behaviors like going to raids even though no loot is there to be had for you, but I do. So you can use /random if you want but I will always prefer DKP - and if you note, the stuff I list are things that are aligned with raiding guilds, for which DKP is often needed to encourage and reward behaviors tied to fast progression, rather than leaving it up to hope that people will be self-motivated enough to work as hard toward that.

And to your point about DKP being about cheating - I'm not sure if you've ever ran a DKP system yourself, but I have, and let me tell you it is super annoying especially at the time on live when we had to remember to take the right logs in the right way during hectic new encounters, copy paste them in the system correctly, fix any errors, deal with adjusting stuff that has been bought, sit around taking bids (our system wasn't DKP it was a custom bidding system). It was just a massive headache and basically any time it was my turn to run it for a raid that was easily 50% of what I did during that raid. Loot upgrades too quickly in progression guilds for this time commitment to develop and run a DKP system just to poach a few extra loots for yourself to be worth it.
  #5086  
Old 12-03-2016, 04:10 PM
bigbard1 bigbard1 is offline
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Join Date: Jun 2014
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Quote:
Originally Posted by Juryiel [You must be logged in to view images. Log in or Register.]
Because you need the failure to learn the encounter. Without the failures you will never win. And saying you are not rewarded for failures is also a lie. If you are not failing you are not pushing yourself hard enough. The reward for trying hard things and failing, repeatedly, is typically the learning you need to do to move higher and get those phat loot rewards. The people who put in the time to learn are carrying those who don't, and should be rewarded for it.

Another interesting point is that Raev brought up and in the context of random drift due to high variability of /random. Although in the long term random processes can work, in the short term they can drift massively. Now imagine that interaction with censoring effects that cut out parts of the distribution, like when people leave guilds or quit EQ or, because they just happened to get all the stuff they need, they stop showing up as much. In other words, yes random is 'flat' in an ideal setting, but it's not systematically flat, and for short periods it can drift. DKP tries (though it also fails I'm sure) to create a distribution that is flat systematically, like each person gets (1 x unit of effort) in order, rather than 1 person gets 10, another person gets 3, another person gets 0, and then over time waiting for that to balance out to flat. Especially problematic when that person who got 10 stops showing up cuz they don't need anything, or maybe just because he got bored of EQ.

But again, all these examples are just to say that random has a lot of issues too, and especially so in a system that has the structure of EQ, where people change guilds or leave EQ, loot quality changes with time, some people can get their gear all in one raid while others have to get one piece from each dungeon, the amount of loot per hour can change for a given dungeon, and can be as low as 0 loot per hour, etc. If you convolve a crazy ass function with the flat function of uniform random, you get a crazy ass function in return, not a flat one.

Maybe you don't think failure should be rewarded - but I do, and I think it should be rewarded more so than just showing up to farming raids because it's more difficult and is what leads to the success later on - the farming is not leading to the success. Maybe you don't care that due to variability someone got 10 things in 3 raids then vanished, but I do. And I also don't want to wait a year for the distribution to get flat given the variability it has, I want to systematically force it to be as flat as I can, because people leave EQ or the guild over that time period and loot quality also changes during that time period so at any given snapshot in time you may have massive gear differences, even the 'number' of loots is the same in the long term. Maybe you don't want to incentivize specific behaviors like going to raids even though no loot is there to be had for you, but I do. So you can use /random if you want but I will always prefer DKP - and if you note, the stuff I list are things that are aligned with raiding guilds, for which DKP is often needed to encourage and reward behaviors tied to fast progression, rather than leaving it up to hope that people will be self-motivated enough to work as hard toward that.

And to your point about DKP being about cheating - I'm not sure if you've ever ran a DKP system yourself, but I have, and let me tell you it is super annoying especially at the time on live when we had to remember to take the right logs in the right way during hectic new encounters, copy paste them in the system correctly, fix any errors, deal with adjusting stuff that has been bought, sit around taking bids (our system wasn't DKP it was a custom bidding system). It was just a massive headache and basically any time it was my turn to run it for a raid that was easily 50% of what I did during that raid. Loot upgrades too quickly in progression guilds for this time commitment to develop and run a DKP system just to poach a few extra loots for yourself to be worth it.
What
The
Fuck
  #5087  
Old 12-03-2016, 05:08 PM
Nibblewitz Nibblewitz is offline
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Join Date: Jan 2014
Posts: 715
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While we can break down these large posts and feed them into the dumpster, the fire will burn much brighter and hotter if we stick to short shitposts.
  #5088  
Old 12-03-2016, 05:45 PM
Red_Messiah Red_Messiah is offline
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Set yourself free with eq pvp rather than type essays about loot systems and stupid shit
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  #5089  
Old 12-03-2016, 05:53 PM
Hoozi Hoozi is offline
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Quote:
Originally Posted by bigbard1 [You must be logged in to view images. Log in or Register.]
What
The
Fuck
  #5090  
Old 12-03-2016, 07:07 PM
jcr4990 jcr4990 is offline
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Quote:
Originally Posted by bigbard1 [You must be logged in to view images. Log in or Register.]
What
The
Fuck
I read most posts that people bitch about being tldr. Some kids on the internet see 2 paragraphs and get triggered.

HOWEVER this time u have a point. I didn't read this one.
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