cRPG

cRPG => General Discussion => Topic started by: Rusty_Shacklefjord on November 12, 2011, 07:38:27 pm

Title: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Rusty_Shacklefjord on November 12, 2011, 07:38:27 pm
Consider this:

the break rate for each item is 4% chance per minute played.
- for every 5 minutes played each item has a 20% chance of breaking.
- with only 5 items, on average 1 of them will break per 5 minutes played.
- on average an entire 5-piece outfit will break every 25 minutes.

one tick of income is generated every 5 minutes.
- assuming an average multiplier of x3, you will earn 300 gold every five minutes.
- in 25 minutes you will earn an average of 1500 gold.

upkeep for each item is 7% the cost of the item.
- with a 5-piece outfit you will pay 7% of your total cost every 25 minutes.
- 1500*.07=21428.

Therefore, with an average multiplier of x3 your total cost must be less than or equal to 21428 gold in order to break even.

~21.5k is barely enough money for a set of cheap medium armor and a weapon. Players depending on an average income are forced to wear this sort of meager gear, while long term multi-generational characters with huge stockpiles of money are able to wear whatever they want. I frequently see vets running (or worse, riding) around in full plate with masterwork weapons. Newer players flail impotently against them, then are cut down in a single hit. It reminds me all too much of rich medieval knights in their shining armor, passed down from generation to generation, cutting down hordes of poor helpless peasants. This sort of wealth gap may be realistic, but it's certainly not fun - at least for the majority that are on the receiving end.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Tears of Destiny on November 12, 2011, 07:42:21 pm
Your math seems a little odd....

How comfortable are you exactly with using percentages?
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Rusty_Shacklefjord on November 12, 2011, 07:48:57 pm
Your math seems a little odd....

Odd how?

For the sake of brevity I didn't really explain everything step-by-step, but it seems fairly sound to me.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Tears of Destiny on November 12, 2011, 07:51:27 pm
Just curious on why you are adding percentages, otherwise if you break that mathematical law and add instead of multiply percentages, over the course of 25 minutes you have a 100% chance of breaking an item... Which is false.

I understand your line of reasoning, I just don't agree with the steps that you chose to take.

In my opinion, it should be an 18.463% chance not 20%.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Leshma on November 12, 2011, 07:56:20 pm
Yeah, he should multiply not sum percentages...

He's not very good at probability and statistics.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Tears of Destiny on November 12, 2011, 08:00:14 pm
Think of it this way.

Using very big numbers so it is easy to understand:
Let me say I have a 50% chance of avoiding having an item break every time a tick happens.

If two ticks happen, then using the false addition, I would get the result of 50%+50%=100% chance of avoiding having an item breaking, which is wrong. Perversely, if I then claim that it was a 50% chance of the item breaking, it would be a 100% chance of the item breaking after two ticks, which is false.

Realistically you should multiply each other, so X^T where T is the ticks and X is the % would give me 50%^2 or simply put .5^2 which is .25 or 25% which is correct for the chance of me avoiding a break chance, or to put it in other terms, a 75% chance that an item would break in two ticks.

In your case, the chance of avoiding an item breaking is .96^5 for five ticks.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Apsod on November 12, 2011, 08:11:27 pm
What ToD said and this.
one tick of income is generated every 5 minutes.
- assuming an average multiplier of x3, you will earn 300 gold every five minutes.
- in 25 minutes you will earn an average of 1500 gold.
With x3 you will earn 150 gold in one minute and 750 gold in 5 minutes. In 25 minutes you would have earned 3750 gold.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Rusty_Shacklefjord on November 12, 2011, 08:12:22 pm
Think of it this way.

Using very big numbers so it is easy to understand:
Let me say I have a 50% chance of avoiding having an item break every time a tick happens.

If two ticks happen, then using the false addition, I would get the result of 50%+50%=100% chance of avoiding having an item breaking, which is wrong. Perversely, if I then claim that it was a 50% chance of the item breaking, it would be a 100% chance of the item breaking after two ticks, which is false.

Realistically you should multiply each other, so X^T where T is the ticks and X is the % would give me 50%^2 or simply put .5^2 which is .25 or 25% which is correct for the chance of me avoiding a break chance, or to put it in other terms, a 75% chance that an item would break in two ticks.

In your case, the chance of avoiding an item breaking is .96^5 for five ticks.

I don't follow your reasoning at all, but it's been years since I've taken a math class and you could very well be right.

Anyway I was actually multiplying, as in:


the break rate for each item is 4% chance per minute played.
- for every 5 minutes played each item has a 20% chance of breaking.
(.04*5=.2)
- with only 5 items, on average 1 of them will break per 5 minutes played.
(.2*5=1)
- on average an entire 5-piece outfit will break every 25 minutes.
(5*5=25)

one tick of income is generated every 5 minutes.
- assuming an average multiplier of x3, you will earn 300 gold every five minutes.
- in 25 minutes you will earn an average of 1500 gold.
(300*5=1500)

upkeep for each item is 7% the cost of the item.
- with a 5-piece outfit you will pay 7% of your total cost every 25 minutes.
(see above, outfit breaks once per 25 minutes)
(also see above, 1500 gold earned every 25 minutes)

- 1500*.07=21428.

(annotated and converted to decimal for your convenience)
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Tears of Destiny on November 12, 2011, 08:19:14 pm
I think I need to personally sit down with you for ten or fifteen minutes in order to straighten you out as these forums are inadequate... Or an internet whiteboard and some kind of voice protocol program.

I highly recommend cracking open a text book if you still have one left (or doing some internet research on it) and review your statistics and probability, or see a local professor.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Gorath on November 12, 2011, 08:36:07 pm
What ToD said and this.With x3 you will earn 150 gold in one minute and 750 gold in 5 minutes. In 25 minutes you would have earned 3750 gold.

Average round length seems to only be about 2 minutes tops.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Tears of Destiny on November 12, 2011, 08:47:57 pm
Average round length seems to only be about 2 minutes tops.

On what server?

They seem to usually end between the 2 and 3 minute mark for me on NA_1 during primetime (so since it starts at 7 minutes that is a lot of time), and sometimes slip lower.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Spawny on November 12, 2011, 08:57:55 pm
My 2 cents:
Average multiplier assuming a 50% win/loss chance (wich is reasonable for the vast majority of crpg players) is about 1.96 from the top of my head. Just use 2x in your math and you'll be accurate enough.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Apsod on November 12, 2011, 08:58:31 pm
Average round length seems to only be about 2 minutes tops.
For me it is normally 2-4 minutes, but what is your point with this?
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: LordBerenger on November 12, 2011, 09:02:30 pm
2+4 = 6 !
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Leshma on November 12, 2011, 09:07:12 pm
I don't follow your reasoning at all, but it's been years since I've taken a math class and you could very well be right.

Anyway I was actually multiplying, as in:

(annotated and converted to decimal for your convenience)

Dude, your item can break or not during every of those five minutes. Chance for that is always the same and it's 4%. Also probability of breaking doesn't change over time.

Probability for opposite event to happen (item didn't break) is 96%.

So chance for your item not to break during five minutes is 0.96*0.96*0.96*0.96*0.96 or 0.965. We're multiplying because all those events have to occur, item shouldn't break during first, then during second, then during third, fourth and finally during fifth minute. By multiplying we're decreasing the chance for item not to break and increasing the break chance!

Opposite event for item not breaking during five minutes is to break at any given time during those five minutes. Which means that we have to

1 - 0,8153726976 to get the change for breaking.

0,1846273024 is the break chance for item during those five minutes.

Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Gorath on November 12, 2011, 09:14:15 pm
but what is your point with this?

The fact that if you ride a x3 for a round you will probably get only 1-2 ticks max, then map is over and chance decides whether you return to x1 or not.  Was just saying that you can't really count on the multiplicator much at all unless your clan is farming the server and riding the x5.  Best bet:  Sell your first 2 heirloom points and ignore upkeep forever more.  Game was entirely different once I broke the 2 million gold mark.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Dehitay on November 12, 2011, 11:18:57 pm
LMFAO
This is hilarious cause almost everybody is leaning towards being wrong. While he doesn't explain his probabilities well, they are actually correct because of the implied infinite scale. He's not explaining based on a set time period so this is as time goes to infinity. With that scale, indeed, each item on average will have a 20% chance of breaking every 5 minutes, on average 1 item out of 5 will break every 5 minutes, and on average a 5 piece outfit will break every 25 minutes. I would hope you understand why as time goes to infinity, an item stand a 20% chance of breaking every 5 minutes. With five 20% chances, 1 will also break on average as time goes to infinity. And not only will a 5 piece outfit break every 25 minutes, every single item will break over 25 minutes with a 4% break chance as time goes to infinity.

However, there are two things about his math that jump out at me
one tick of income is generated every 5 minutes.
- assuming an average multiplier of x3, you will earn 300 gold every five minutes.
- in 25 minutes you will earn an average of 1500 gold.

- 1500*.07=21428.
Unless chadz has changed income since I became less active, a x3 multiplier will net you 750 gold every five minutes
50 x 3 x 5 = 750
so in 25 minutes, you would actually get 3750 gold.

Also, 1500 * .07 does not equal 21428
1500 / .07 would be the way to go here
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Tears of Destiny on November 12, 2011, 11:24:24 pm
I would agree with the infinite scale if we were closer to it, a mere 5 times makes it hard to achieve, as 18% is not close enough to 20% to make me say "close enough" like usual applications of the infinite scale do.  :P

Time is not close enough to "infinity" to make me happy for this specific application of infinity.  :P

We could say that there is "practically" a 100% chance of an item breaking over the course of a thousand ticks, or a million, or even further as we "approach" infinity. Hell even with 100 ticks you could satisfy me by using infinity in that manner, but in this specific application a mere 5 ticks is too far away from infinity and in the realm of extremely workable and comprehendable numbers.


19.999999997% is roughly equivalent to 20%

but in this case:
18.463% is not roughly equivalent to 20%

Bad Dehitay!
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Leshma on November 12, 2011, 11:44:57 pm
tick no. 170

breaking chance 0.999 or 99.9%

That round would last almost 3 hours. Currently not possible in c-rpg because of round limit but I bet some leechers or some roof monkeys would actually prolong that much if it was possible...
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Gawin on November 12, 2011, 11:46:30 pm
now we need the voice of chadz in here.

I SUMMON THEE chadz! COME OUT AND HELP US LEARN MATH!
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Leshma on November 12, 2011, 11:48:16 pm
Or Paul, or cmp or...

...anyone old enough who attended university and finished it....
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Braeden on November 13, 2011, 01:00:59 am
Include how wpf reduces break chance if you want an accurate reading.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Apsod on November 13, 2011, 01:25:53 am
The fact that if you ride a x3 for a round you will probably get only 1-2 ticks max, then map is over and chance decides whether you return to x1 or not.  Was just saying that you can't really count on the multiplicator much at all unless your clan is farming the server and riding the x5.  Best bet:  Sell your first 2 heirloom points and ignore upkeep forever more.  Game was entirely different once I broke the 2 million gold mark.
I still don`t get what you are trying to tell me.

I was simply telling the OP that you got 750 gold for 5 minutes of x3 and not 300.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: [ptx] on November 13, 2011, 01:35:01 am
The correct answer is 42.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Tzar on November 13, 2011, 01:35:39 am
~21.5k is barely enough money for a set of cheap medium armor and a weapon. Players depending on an average income are forced to wear this sort of meager gear, while long term multi-generational characters with huge stockpiles of money are able to wear whatever they want. I frequently see vets running (or worse, riding) around in full plate with masterwork weapons. Newer players flail impotently against them, then are cut down in a single hit. It reminds me all too much of rich medieval knights in their shining armor, passed down from generation to generation, cutting down hordes of poor helpless peasants. This sort of wealth gap may be realistic, but it's certainly not fun - at least for the majority that are on the receiving end.

True i agree but good luck getting any sorta sympathy here cRPG is a hardcore grinders paradise.....

Now suck it up n start grinding instead of waisting your time here on the forums  :mrgreen:
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Tristan on November 13, 2011, 02:25:24 am
Math is obviously too awesome for you guys to handle it comfortably :D

(click to show/hide)
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: bagge on November 13, 2011, 02:29:37 am
I worked this out assuming an average multiplier of x2 and it's around 38500 gold, which is a good amount in my opinion.

Calculation follows:
One item
Expected loss=P(break)*Cost of break
                      =P(break)*aC   where a=0.07 and C =gear cost
n items
Expected loss=[P(break)a(C1)]+[P(break)a(C2)]+......
                      =P(break)a(Total gear cost)
Ok now you get 100 gold per tick so:
100/(a*P(break)=max sustainable gear cost~38500 gold

I trust in Quantum the Mathman
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Braeden on November 13, 2011, 02:29:57 am
Also, my horse costs 22k.  I make money.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Redemption on November 13, 2011, 02:44:34 am
Math? fcksiofnhsiofiusjfosnklvjioaejhakld
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Rusty_Shacklefjord on November 13, 2011, 03:15:25 am
Yeah, I realize now that my math is off by some degree. At the very least the axiom regarding earnings is wrong, since x1 is only 50 gold per tick and the ticks are once a minute.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Blondin on November 13, 2011, 03:22:19 am
Do you have a solution to make it less realistic?
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Rusty_Shacklefjord on November 13, 2011, 03:31:56 am
Do you have a solution to make it less realistic?

Slightly lower upkeep?

Ideally, everyone could use anything that they own and all armor and weapons would be properly balanced. That way there would be a trade-off rather than one outfit being definitely better than another. Increasing the weight of plate, for example. Then if you chose to wear heavy armor you would have the disadvantage of significantly lower damage and mobility, to counter the significantly higher defense. Choice of gear would be determined by personal choice and playstyle rather than what you can afford. Really, upkeep is just a result of the devs being lazy (or incompetent, I guess). They don't want to deal with properly balancing gear, so they just make the good gear less affordable.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Nagasoup on November 13, 2011, 04:10:31 am
Geez... your math is terrible. No offence, but atleast learn probability before you make a thread. Go search up Walt_f4's threads, if I remember correctly he has one covering every aspect of upkeep for the latest patch. I dunno why admins havent stickied Walt's threads yet, they are very well done.

edit: here you go http://forum.c-rpg.net/index.php/topic,8400 (http://forum.c-rpg.net/index.php/topic,8400) not sure if its the most recent patch, but it gives a pretty good overview.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Dehitay on November 13, 2011, 06:19:48 am
There's nothing wrong with his probability unless you know for certain that somebody is only playing for a set amount of time. But since players play the game indefinitely, the number of ticks is going to be indefinite and you could just as well use infinity. As you get closer and closer to infinity, the variance will slim. And when you hit infinity, it will disappear. So with an infinite number of ticks, each piece of equipment will break once every 25 minutes. But that is ignoring wpf. Somebody mentioned wpf, but that's too much variability to get into.

For the record, I finished college with an engineering degree, which means I took Probability & Statistics as well as a crapload of other math classes.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Beans on November 13, 2011, 06:35:17 am
Yeah, I realize now that my math is off by some degree. At the very least the axiom regarding earnings is wrong, since x1 is only 50 gold per tick and the ticks are once a minute.

This is also incorrect. The first two ticks occur at 30 second intervals, after that it is then 1 minute.

Slightly lower upkeep?

Ideally, everyone could use anything that they own and all armor and weapons would be properly balanced. That way there would be a trade-off rather than one outfit being definitely better than another. Increasing the weight of plate, for example. Then if you chose to wear heavy armor you would have the disadvantage of significantly lower damage and mobility, to counter the significantly higher defense. Choice of gear would be determined by personal choice and playstyle rather than what you can afford. Really, upkeep is just a result of the devs being lazy (or incompetent, I guess). They don't want to deal with properly balancing gear, so they just make the good gear less affordable.

This is already true. You can get on the battle server everyday and see it. Tons of horrible players wear heavy armor(always gothic plate for whatever reason) and continue to be bad. Great players dominate with or without armor. Ser Butts owns with his horrible gambleson, dexxta owns with that corranzia armor.

It already is a big choice to wear heavy armor or not, it slows you down a disgusting amount. Try it out. Most people don't want to realize that they are simply not good because, well, they are not good. They would rather point at the gear of the people who killed them. "Man one day I'll have that weapon/armor and I'll dominate just like them!", then you get there and realize woah nope! Not that easy. That is why I play cav  :wink:

No really, whatever server you play on, pick whoever you think is the best armor/gear whore and get their exact gear. Use it, even for a brief time that you can. See if you end up 23-2 like they do.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Kafein on November 13, 2011, 11:48:32 am

the break rate for each item is 4% chance per minute played.
- for every 5 minutes played each item has a 20% chance of breaking.



Fail.

End of reading.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Kafein on November 13, 2011, 12:15:48 pm
Consider this:

the break rate for each item is 4% chance per minute played.
- for every 5 minutes played each item has a 20% chance of breaking.
- with only 5 items, on average 1 of them will break per 5 minutes played.
- on average an entire 5-piece outfit will break every 25 minutes.

one tick of income is generated every 5 minutes.
- assuming an average multiplier of x3, you will earn 300 gold every five minutes.
- in 25 minutes you will earn an average of 1500 gold.

upkeep for each item is 7% the cost of the item.
- with a 5-piece outfit you will pay 7% of your total cost every 25 minutes.
- 1500*.07=21428.

Therefore, with an average multiplier of x3 your total cost must be less than or equal to 21428 gold in order to break even.

~21.5k is barely enough money for a set of cheap medium armor and a weapon. Players depending on an average income are forced to wear this sort of meager gear, while long term multi-generational characters with huge stockpiles of money are able to wear whatever they want. I frequently see vets running (or worse, riding) around in full plate with masterwork weapons. Newer players flail impotently against them, then are cut down in a single hit. It reminds me all too much of rich medieval knights in their shining armor, passed down from generation to generation, cutting down hordes of poor helpless peasants. This sort of wealth gap may be realistic, but it's certainly not fun - at least for the majority that are on the receiving end.



Fail.

End of reading.

Btw, this is the explanation :

Dude, your item can break or not during every of those five minutes. Chance for that is always the same and it's 4%. Also probability of breaking doesn't change over time.

Probability for opposite event to happen (item didn't break) is 96%.

So chance for your item not to break during five minutes is 0.96*0.96*0.96*0.96*0.96 or 0.965. We're multiplying because all those events have to occur, item shouldn't break during first, then during second, then during third, fourth and finally during fifth minute. By multiplying we're decreasing the chance for item not to break and increasing the break chance!

Opposite event for item not breaking during five minutes is to break at any given time during those five minutes. Which means that we have to

1 - 0,8153726976 to get the change for breaking.

0,1846273024 is the break chance for item during those five minutes.

The same problem arises with both of these :

- with only 5 items, on average 1 of them will break per 5 minutes played.
- on average an entire 5-piece outfit will break every 25 minutes.

This isn't realistic :

- assuming an average multiplier of x3, you will earn 300 gold every five minutes.

Achieving an average multi of x3 would require you to have a W/L ratio of 74%. We know from another thread I can't find again that :

1 + ratio + ratio^2 + ratio^3 + ratio^4 = average multi

And there's another error here :

- with a 5-piece outfit you will pay 7% of your total cost every 25 minutes.

Each item can break or not break and this isn't linked to the other object or when did the item break in the past.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Leshma on November 13, 2011, 12:34:11 pm
Include how wpf reduces break chance if you want an accurate reading.

Does anyone know how that works?

Fasader maybe?
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Ylca on November 13, 2011, 03:59:48 pm
Are you taking into account the winning team has a significantly lower chance of breakage?
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: The_Bloody_Nine on November 14, 2011, 11:09:37 pm
lol, kafein totally not on topic but I couldn't stop laughing reading your sig-graph about helping parents with computer-problems. Endless hours when I visit my parents or on phone and all I'm doing is on this sheet. Though on phone things can get really complicated...
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: OoberNoob on November 15, 2011, 04:17:25 am
Adding percentages? 4% every min for 5 min = 20%  Well in that case your equipment has.. lets see.. 96 x 5 equals a 480% chance of not breaking.  Ill take those odds.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Torp on November 15, 2011, 04:29:25 am
do this per tick and do the math right like so many others have already done (try using the 'search' function)

Assuming a multipleir of 2 (that is about the average multi; many topics on this issue use search for more info)

you will earn 100 gold per tick. those 100 gold will on average be able to sustain 100*25*(100/7)=35,714 gold.

got the *25 from the 4% break chance (1/25 chance of breaking, breaking once every 25 ticks - you pay 1 repair per 25 ticks) and *(100/7) from the 7% repair cost (7/100 cost of the original item price)

EDIT: the original formula is 100/((4/100)*(7/100)) but the other one is simpler
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Torp on November 15, 2011, 04:35:25 am
Or Paul, or cmp or...

...anyone old enough who attended university and finished it....

University shouldn't be neccesary for this kind of math... a highschool student should be able to do stuff like this
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: duurrr on November 15, 2011, 06:05:22 am
There's nothing wrong with his probability unless you know for certain that somebody is only playing for a set amount of time. But since players play the game indefinitely, the number of ticks is going to be indefinite and you could just as well use infinity. As you get closer and closer to infinity, the variance will slim. And when you hit infinity, it will disappear. So with an infinite number of ticks, each piece of equipment will break once every 25 minutes. But that is ignoring wpf. Somebody mentioned wpf, but that's too much variability to get into.

For the record, I finished college with an engineering degree, which means I took Probability & Statistics as well as a crapload of other math classes.
variance is such a bitch...
did you also play some poker? you sound like someone whos playing +ev poker. i didn't know you could learn about variance in university :)
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: obitus on November 15, 2011, 12:31:16 pm
Lots of noobs in here who didn't take statistics.   8-)

Assume a 4% chance of item break every minute.  Assume gear is 6 different items whose average cost is 5000 gold, totaling 30000.  Every repair on average is therefore 0.07*5000=350 gold.

There are seven discrete outcomes for an average minute of gameplay...between 0 and 6 items will break.  Let us calculate these probabilities.

No repairs = 0.96^6 = 78.28% chance to pay 0 gold
One item broken = ((0.96^5)*0.04 * 6 combinations = 19.57% chance to pay 350 gold
Two items broken = (0.96^4)*(0.04^2) * 15 combinations = 2.04% chance to pay 700 gold
Three or more items broken = 0.11% chance (fuck outliers).  I'm lazy so lets just say 0.11% chance to pay ~1400 gold

Now we weight the costs with their probabilities...

0.1957 * 350 + 0.0204 * 700 + 0.0011 * 1400 = an average of 84.315 gold spent per minute on a 30000 gold equipment setup.

This necessitates an average multiplier of between 1x (50 gold per minute) and 2x (100 gold per minute) to break even -- not terribly hard.

Repair costs exist for a reason - as the game's main gold sink.  Gold is useless without repair costs.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Kafein on November 16, 2011, 12:00:45 am
lol, kafein totally not on topic but I couldn't stop laughing reading your sig-graph about helping parents with computer-problems. Endless hours when I visit my parents or on phone and all I'm doing is on this sheet. Though on phone things can get really complicated...

TY  :)

Actually I was sort of hoping it would make people laugh just like it did for me x)


Btw : Dehitay, hitting the infinite seems like an interesting concept. No, really ! I'm not sure what you wanted to say, but in this case, you can't add the probabilities no matter what. Adding the probability of each tick for an infinite amout of ticks would lead to infinite probably (what ?). However, the real probability of an item breaking tends to 1 with the tick count tending to the infinite.


And that's why there exist a t time when after it, it is best to make the round as long as possible. Because the income at each tick is a constant, yet the chances of yours items breaking are actually decreasing, because they may already be broken, and the chance of them being already broken increases with time. Imagine you play a long enough round for all your items to break. You are now playing without upkeep.

Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: CaptainQuantum on November 16, 2011, 08:22:37 pm
I trust in Quantum the Mathman

Yeah I trust that guy too hes awesome :) And for future reference, I will post this again so you can see how the mathematics of (simple) probability works :)

I worked this out assuming an average multiplier of x2 and it's around 38500 gold, which is a good amount in my opinion.

Calculation follows:
One item
Expected loss=P(break)*Cost of break
                      =P(break)*aC   where a=0.07 and C =gear cost
n items
Expected loss=[P(break)a(C1)]+[P(break)a(C2)]+......
                      =P(break)a(Total gear cost)
Ok now you get 100 gold per tick so:
100/(a*P(break)=max sustainable gear cost~38500 gold
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Leshma on November 16, 2011, 08:44:25 pm
Quote
...
Expected loss=[P(break)a(C1)]+[P(break)a(C2)]+......
                      =P(break)a(Total gear cost)
...

resembles total probability formula a lot, i mean it has the same structure

and it's all fine and dandy but it's outdated.. because the wpf is a very important variable...
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: CaptainQuantum on November 16, 2011, 08:48:54 pm
I don't think anyone knows the dependence on wpf other than devs, plus I believe over a certain wpf there will be no effect, since thats what the devs wanted it for. So I guess my method is a good reasonable approximation until we have numbers on how wpf affects it. Certainly from what I have seen ~34000 stills earns me money.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: BootyBuster on November 17, 2011, 11:25:53 am
Why are people arguing who's doing the math 100% correctly? The point of the post looks like it says "Unfair Upkeep costs," right?

So stop with the I'm better at math then you bullshit. Cause that's pretty lame.


It is unfair, in fact it's pretty damn cheap. The guys got a good point.

Maybe he wasn't 100% correct but he doesn't have to be. It was a good estimate and showed how much we are getting screwed.

Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Camaris on November 17, 2011, 12:07:46 pm
just read the topic if you dont understand why people argue about math....
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: robbie88 on November 18, 2011, 07:17:37 pm
I started playing with 700g and played for 3h hours, after playing I got 250g.
I dont need to calculate anything to proof this as an debatable system  :?

My Equip cost are just: 25,058 gold:

-Crude Coat of Plates ~15k
-War Cleaver ~7,2k
-Leather Gloves ~290
-Splinted Leather Greaves over Mail ~1,8k
-Kettle Hat ~1,9k

If you want you can calculate now how unlikely it is to play for 3h with my crapgear and lose 450g.  :mad:

Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Skysong on November 18, 2011, 07:43:45 pm
It's said before a couple of times on forums; make 2 sets for your char:

- A cheaper ( around 20k) set for 1x and 2x
- The expensive set you like for 3x+

 and keep on earning gold. 8-)
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Leshma on November 18, 2011, 08:12:52 pm
Proof why upkeep sucks:

there is no upkeep in Skyrim

EoD.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: CaptainQuantum on November 18, 2011, 10:34:19 pm
The reason we are arguing about it is because his maths produces a completely wrong answer. The actually stable amount is around 38500, and as Leshma said this is reduced due to WPF depedencies, which I believe to have little effect after a certain value. So the point is that <35000 is more than likely sustainable.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Sergee on November 19, 2011, 04:01:47 am
Raise upkeep IMO !!!!!
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: robbie88 on November 19, 2011, 09:11:51 pm
yea but my Equip is 25000 and I am constantly losing money  :rolleyes:

and the dude I play with got equip with 83k and lose like nothing. some kind of bug? idk.  :|
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Maximus101 on November 19, 2011, 11:57:05 pm
I can go from using 120k worth of gear to 30k worth of gear sometimes lose more with the 30k coz when I am using a plated charger and rus scale armour and stuff like that doing bumps and picking up kills change the outcome of the round, rather than using a shitty rouncey, taking a couple of unarmoured foes down with me but doing nothing to win the game... But those 4k horse repairs can be shit especially when I am using all my armour slots, a horse slot, a lance and a shield and a 1 hander.. Paying upkeep is just unavoidable. I reckon a new system is needed- easier said than done ;(
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Tenzek on November 20, 2011, 05:13:15 am
There's nothing wrong with his probability unless you know for certain that somebody is only playing for a set amount of time. But since players play the game indefinitely, the number of ticks is going to be indefinite and you could just as well use infinity. As you get closer and closer to infinity, the variance will slim. And when you hit infinity, it will disappear. So with an infinite number of ticks, each piece of equipment will break once every 25 minutes. But that is ignoring wpf. Somebody mentioned wpf, but that's too much variability to get into.

For the record, I finished college with an engineering degree, which means I took Probability & Statistics as well as a crapload of other math classes.

It works on a per-round basis, though. Then it resets.

A round probably lasts 3-5 ticks during which you can only be affected by a damaged item roll a maximum of once per item.

If a round lasts 5 ticks and a specific item fails each of the 5 rolls, you only pay once. After a new round starts, the fail chance counts again.

Also, if you want to consider an infinite number of ticks, you have an infinite amount of gold and the entire model breaks down completely. You need to look at it one round at a time to make the model practical, and 5 doesn't really come that close to infinity.

After the bragging about your degree, I can't tell if you're a very convincing troll or if you're serious.
 

yea but my Equip is 25000 and I am constantly losing money  :rolleyes:

and the dude I play with got equip with 83k and lose like nothing. some kind of bug? idk.  :|

It helps to build up a nest egg. The amount of gold you're making at a given time can vary depending on how lucky you are with team wins and with chance of needing to repair. Build up a little bit of buffer and you will have some room to dip down a few thousand without it being a problem. You'll make up for it later when your luck turns. You should be making money pretty quickly with only 25k in gear, but there will be fluctuations.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Swahili_Zulu_Mon on November 20, 2011, 08:27:34 am
Math is racist.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Alexander_TheGreat_ on November 20, 2011, 12:47:37 pm
You all suck at math! Let me call 22nd_Quantum!!
he will reveal the truth. He is like a sherlock in the math world =)
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: CaptainQuantum on November 20, 2011, 12:57:55 pm
Maths is racist.
Corrected the English there for you, a plural word when abbreviated does not become singular (despite what Americans think).

As I have said upkeep is fine, the old upkeep was far too low since it allowed me to run around with my fully heirloomed armour, which gives:

Which is far too good armour, I would not wear that all the time even if upkeep allowed for it, since that amount of armour would make me lose skill. However many would not think in the same way as me and would run around in this all the time. So for the moment I think the upkeep is at the right amount, the only problem is for cavalry, but that is meant to be expensive since you are meant to have to balance your effectiveness with cost.

By the way, Mathematics is awesome, it gave you the thing you are using to connect to this website, it gave you electricity in your house. Quite simply the logic behind Mathematics is the reason you are not a caveman (without fire).

Also to further my point, the cost of repairs over time is completely independent of how long the rounds are, which some people seem to be saying here. The repairs apply per tick, not per round and so the amount at the end of the round is dependent on the round duration, but so is the amount of gold you gain.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: B3RS3RK on November 20, 2011, 06:07:26 pm
math sucks still.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Skysong on November 20, 2011, 06:33:54 pm
Math > Maths
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: CaptainQuantum on November 20, 2011, 07:28:14 pm
Math > Maths

Actually using Maths:
Math < Maths
Since plural implies more than singular.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Skysong on November 20, 2011, 08:13:05 pm
Actually using Maths:
Math < Maths
Since plural implies more than singular.

And using Math:
Math > Maths
Since Math has balls but Maths has none.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Gorath on November 20, 2011, 08:38:03 pm
And using Math:
Math > Maths
Since Math has balls but Maths has none.

^
SI love youong wins that debate.

Also, despite what you non-americans think, saying "Maths" makes you sound like a fat nerd with a fucking lisp.  Hence, it is gay and not to be used.  MATH wins.  Maths loses.
Title: Re: Why Upkeep is a Little TOO Realistic, or: Why Math is Awesome.
Post by: Tenzek on November 21, 2011, 02:37:05 am
Also to further my point, the cost of repairs over time is completely independent of how long the rounds are, which some people seem to be saying here. The repairs apply per tick, not per round and so the amount at the end of the round is dependent on the round duration, but so is the amount of gold you gain.

The reason round length affects the results is because you can only pay upkeep once on a given item per round. The repairs apply per tick, but they don't accumulate during the same round.

If the rounds were long enough, you'd have enough gold to pay for everything with some to spare no matter if every single item needed to be repaired.

The system works partly because rounds are so short.


Edit: I am not disagreeing with the way you're modeling the system, though. I am disagreeing with the "infinite number of ticks" excuse that's supposed to explain the original poster's lack of understanding of what he's saying. :)

You're considering an infinite number of rounds with finite numbers used to determine the results within the round. The guy claiming you can look at an infinite number of ticks is who I am commenting to. This drops out some important information that can drastically change the results.

Although I can't see the numbers used in your calculation, the notation shows you're probably including the information that the OP is missing.