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#21
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Ingrum Irontoe Retired Warlord of Brell "Yeah, I'm kind of a big deal..." | |||
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#22
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![]() What you're essentially proposing is a 24 hour spawn variance rather than a 48 hour spawn variance, based around 6 days rather than 7 (a 1 day shorter cycle than currently exists). This is the only reason that your proposal seems more favorable than the current system, a shorter spawn variance, over time, does not mean more kills than a longer spawn variance. Choosing one probable outcome over another equally probable outcome to present a conclusion is called cherry picking and is not statistically sound research. Excel comes with a handy random number generator. I don't mind running the statistics for you. The 10 tests run over the span of a year (52 weeks, not 365 days). There are 8736 hours in 52 weeks.
[You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] So here you have it. No matter what the spawn variance is, you're going to have the exact same probability of mobs over time. If you don't like my numbers, I set the entire thing up to run dynamically. You can recreate the entire experiment on the fly by editing the value of any blank cell on any test sheet, which will cause the random numbers to repopulate. The entire Excel Book is nothing but parameters, random numbers, and charts. The only thing you would have to manually do is run the descriptive statistics tool again on the new numbers, and set the output ranges to E2 and G2 on the Data Analysis sheet for 24 and 48 hours, respectively. Here's the Spreadsheet If you want to draw a conclusion, you've got to have some dataz. | ||
Last edited by mmiles8; 07-23-2010 at 07:49 AM..
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#23
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Klaatu (RED)- Fastest Rez Click in Norrath
Klaatu (BLUE) - Eternal 51 Mage Klattu (GREEN) - Baby Cleric | |||
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#24
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![]() Thanks miles for whipping out the spreadsheet. I really didn't understand how the OP was trying to prove here, and his dismissal of fastboy's post as 'simple' really illustrated that he (the OP) is on shaky ground.
I think this has more to do with wanting to cut down the max camping time from 96 to 48 hours.
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Jorg Shaman
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#25
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It is not about probability. It is about 16 spawns in a 30 day cycle being the MINIMUM number of boss mobs that spawn instead of 12. The current system has 16 boss mobs as the MEDIAN of 12 (lowest number) and 20 (highest number).Which is much more in line with classic than the current system. | |||
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#26
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I am suggesting that instead of 16 being the median or mean number of spawns in a month that 16 be the MINIMUM. This would parallel with live and classic Everquest. I am not disputing "probabilities" here. I know that the probabilities are the same no matter if it is 24 48 96 or 8736 hours. We should be seeing a mean number of 18-20 instead of 16. | |||
Last edited by Supreme; 07-23-2010 at 09:10 AM..
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#27
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I am pretty sure on every post i have said the same thing. In either a 30 day or 365 day time frame using the current +/- 48 hour spawn variance we are losing spawns on a server that is stuffed full of guilds capable of doing the content. By making the average spawns 18 with 20 being the HIGHEST and 16 being the LOWEST that will increase the rate of spawns to be more in line with CLASSIC EVERQUEST. Right now the lowest is 12 with 20 being the highest making the mean 16. 16 should be the minimum not the mean. | |||
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#28
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You rock the boat for more boss spawns and it may backfire.
__________________
Klaatu (RED)- Fastest Rez Click in Norrath
Klaatu (BLUE) - Eternal 51 Mage Klattu (GREEN) - Baby Cleric | |||
Last edited by Humerox; 07-23-2010 at 09:33 AM..
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#29
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![]() Are you considering how many days after your 30 day window it could be before the next spawn? You are looking at only a 30 day window and seem to be assuming that after 30 days, it all resets. Unless they always patch every 30 days, that's not the case. Messing around with spawn variance while keeping average spawn time the same isn't going to affect total mob spawn over a large timeframe.
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#30
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