cRPG
cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: StarTrekKungFu on May 09, 2011, 10:46:10 pm
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You can't save money on a losing streak of any kind if you are in medium gear let alone plate and uber weapons. Please fix.
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With a total equipment worth of 20k you'll at worst go +/-0 if on a constant x1-streak. Playing in lighter equipment isn't as bad as it may seem actually.
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2/10 for effort.
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Everybody I know gets a Higher K/D in armor costing a total less than 5k.
Except for wallace/linden/goretooth. But they carry X5 a lottt and can afford 100% full plate when playing due to x5.
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You can't save money on a losing streak of any kind if you are in medium gear let alone plate and uber weapons. Please fix.
Here, I emphasized the bit where you answered your own complaint. Though at some point you may start to wonder if you are not the cause of this streak.
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With a total equipment worth of 20k you'll at worst go +/-0 if on a constant x1-streak. Playing in lighter equipment isn't as bad as it may seem actually.
at 20k worth of equipment you'll actually be making a little bit of money. On my home computer I actually have an excel sheet that can tell you exactly how much on average you would be making, but unfortunately I don't have it with me. It balances out at around 25,000 gold worth of equipment at x1, and around 40,000 gold is sustainable with an average of a 1:1 win-loss ratio average.
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25k even? Nice. Good to know :)
And yeah, I'm running a 33k setup on my main, and that breaks even. Depends on a bit on the evening, but generally going plus a bit.
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At home, checked the numbers, assuming a 1:1 win-loss rate, 46875 total equipment is sustainable with no average gold gain or loss over extended period of time.
How does it work?
Chance to get x1: 51.5625%
Chance to get x2: 25%
Chance to get x3: 12.5%
Chance to get x4: 6.25%
Chance to get x5: 4.6875%
Average Multiplier: 1.875
this means you get 93.75 gold per tick, which will sustain 46875 gold worth of equipment. If someone could check my math on that, I'd appreciate it. I had to redo the average win-rate because my original numbers were slightly off. I suspect they might still be slightly off, but I've had a very long day and my brain is fried.
::Edit:: asked an old friend who is a math professor, and my numbers are off. Ballpark guess its close, but its a bit more complicated than I originally thought. Perhaps an easier way of going about finding out the average multiplier is by asking a dev to check their recorded numbers. The average multiplier is going to be dependent on the number of rounds played.
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Take a break if your losing 5-6 rounds in a row thats my advice.
ALso make sure u have a 30 or 20 k buffer to save yourself from bad luck.
Makeing gold in this mod is like winning the lottery sometimes u gain gold from x4 x5 rounds other times you just lose money thats why u gotta have a buffer.
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I can also gain a small steady plus with 37k of equipment.
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Its no different than EVE ONLINE. Dont fly what you can afford to lose/repair. I seriously dont get you people that splurge every single dime you own to buy something new. No wonder debt is such a problem in Western Culture, every punk bitch kid sporting an unearned sense of entitlement.
LIVE WITHIN YOUR MEANS YOU SILLY.
Scavenge heirloomed weapons from the battlefield and drop them before end of round/start of new round.
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What's in your wallet? :wink:
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The mathematics says that you can afford 25k*average multiplier
Goretooth has an average multi of 4, he can afford 100k. Peasnat has average multi of 1,8, he can afford 40k
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it is just that you make the money on a few x5 runs and slowly bleed money the rest of the time. Remember that upkeep is always at x1, but income can fluctuate from x1 to x5.
You need some pool of cash to use till you get some good rounds and patience. The higher you cost the longer you have to average on to see a balance/profit. Most players freak out when they see losses during several rounds.
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Seawied, I think player strategy influences the effective average multiplier as well. So someone who doing sessions of 10 + x rounds until a loss(multi back to x1) will probably have a better average multiplier than someone who is playing a fixed amount of 20 rounds and then quits no matter what.
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Seawied, I think player strategy influences the effective average multiplier as well. So someone who doing sessions of 10 + x rounds until a loss(multi back to x1) will probably have a better average multiplier than someone who is playing a fixed amount of 20 rounds and then quits no matter what.
Certainly this, I have never quit if my multiplier was higher then 1, even if that meant being braindead tired and suffering through another hour of play due to clan stacking in my favor.
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Certainly this, I have never quit if my multiplier was higher then 1, even if that meant being braindead tired and suffering through another hour of play due to clan stacking in my favor.
i cant pay upkeep for my items with x2, so i only stay if i have x3+ :D
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Seawied, I think player strategy influences the effective average multiplier as well. So someone who doing sessions of 10 + x rounds until a loss(multi back to x1) will probably have a better average multiplier than someone who is playing a fixed amount of 20 rounds and then quits no matter what.
certainly the case, but it would interesting to see the global average.
Also, my formula doesn't account for draw-rounds either.