Lethyria

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  1. The creation chances shown are based on a decent sample size of simulations of actual creation results and are actually fairly accurate with a couple of exceptions (particularly effective skill or difficulty over 99). As for your example table, here are the probabilities of achieving low results like yours on 100 trials using a binomial distribution: Test Percentage N Expected Observed Probability 70% 100 70 70 53.77% 60% 100 60 55 17.89% 50% 100 50 45 18.41% 40% 100 40 35 17.95% 30% 100 30 25 16.31% 25% 100 25 15 1.11% 20% 100 20 10 0.57% 15% 100 15 5 0.16% 6% 100 6 2 5.66% Although those numbers look low, only the 25% 20% and 15% are low enough to be a reasonable cause of further inquiry but are also not so absurdly low that it could all be down to variance, also when people present numbers off the top of their heads its good to remember we tend to remember failures over successes. To back this up with a little data, my ropemaker logs for 2023, I had around 91 skill, a 90ql supreme rope tool with 99-100 imbue, repairing at around 3-5 points of damage and reimping once 88ql, probably around an effective ql of 88 on average. In game shows 99% or 98%, I created 74,901 cordage rope and failed 1,111 times giving a total of 76,012 attempts and a failure rate of 1.46% and for comparison grinder shows an estimate of 1.31% failure with the given inputs. Seeing as I did not carefully track ql or damage this all seems to be around correct to me.
  2. Rather than making farming a worse experience in terms of maintenance, how about allowing people to put effort into fields to get a higher yield/better ql out of a smaller area for those that want to. This sort of already exists with wild growth but is one dimensional I could see a world in which by fertilizing and watering fields you could get larger yields from a smaller area being a fun tradeoff.
  3. Priests are already mostly a stay on deed alt role, reducing faith is an insane punishment that would further push them to an alt role and experienced non priests wouldn't care that much.
  4. Only in k-space, in J-space there is no local and we were better for it
  5. Casting arrows is super useful for pvp, but currently venom arrows do basically nothing particularly useful. Assuming your suggested new arrow would deal crush damage over pierce it wouldn't have an impact on shooting barded horses, maybe they would be better for shooting people in some situations but shield skill mostly kills archery on players. The other option is enable venom glance rates (not sure how this would play out in pvp). The more fun option imo would be to implement glance rates for different damage types on creatures and have a blunt head (crush), bodkin (pierce) and forked head (slash) and then both arrow and melee weapon choices would matter a bit more beyond the base stats but that would be a lot of work.
  6. I agree it needs fixed, just adding context that the issue occurs immediately after each server crossing.
  7. Have you crossed servers as in the past I've got a reminder email every time I crossed server when I was near expiry.
  8. The difficulty is reasonably high I think but this is a particular oddity as they only take this massive hit once and then imp like a normal item with no bonuses (no armor/weapon/title bonus). This repair thing only occurs once, and unless I'm mistaken they don't take damage in combat so imp once and then you are done.
  9. The first repair on a new set of shoulder pads after failing the first action took a large amount of ql off at 80+ repair skill, all subsequent repair actions behaved normally. This is not the worst bug but still an odd one, I've reproduced this twice. Initial repair Next damage after a few imps:
  10. Sounds like a great set of changes, the biggest problem at the moment is the information asymmetry which randomising the spawns further in terms of time and location would help quite a bit.
  11. Prayer reset has always been 24h after the last server restart, the maintenance restart each week is at a pretty regular time so the reset time is usually based on that and worst case scenario it will go back to normal in a week.
  12. As an nfi player where account buying has always been against the rules, this seems unnecessary to me and I think me and many others would probably quit if we had our progress reset to 0, you'd pick up players in the short term but long term I don't think it would help retention. Again a less extreme suggestion is season servers but I guess I'm sounding like a broken record.
  13. I understand the concept of using a timetable but I feel that it has lots of bad side effects. Defiance could be merged separately but If you were to merge the servers one by one you'd force people to choose between giving up their deeds and moving servers to pick the cluster they want and for those who choose to live on harmony you'd have 1/3 of the rifts and uniques for 6 months. Ultimately if there is going to be a merge of NFI SFI it should be all at once with plenty of notice imo. How do you resolve epic/sfi skill differences, just delete the epic skills and give them 3x? I don't think endlessly expanding the cluster is necessarily good. Season servers that get deleted are the happy medium, new land to explore, the fresh start rush and let people sail to freedom at the end to keep their stuff.
  14. These updates look awesome, one question: will the new action system get rid of wasted rares (repairing actions or you're too busy)?
  15. I'd be against this, especially since it'd likely run into regulatory issues in a couple of EU countries and probably more in the future. Beyond that I don't feel adding straight gambling to the game is something that really adds value to the players, rotating existing skins through the shop and adding new ones would be more effective.