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| General Game Information or Tutorials All about ConquerOnline, post whatever you want here (Tutorials, information) ;-) |
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Actually i forgot to mention, i realized that there is a maximum limit for the outgoing mets. Eg. if the server decides to release 300mets, you will find out that initially mets drops damn fast... however after some time it stopped dropping. It means that the server kinda decided that there isn't a balance between the outgoing mets and incoming mets. and it decides to lower metdrop rate until it recieved a certain amount of mets or equivilant DBs or cps or anything reasonable. Continueing from here, let's say in this scenario, the server decided to recieve 70% of the mets released before change the met droprate again. the one who spammed the 70%-th met will most likely to get a soc. This is probably to award the player for keeping the system cycle healthy. that's my 2cents Edit: i know this reply kinda deviated a bit from my main post. but the idea behind is nonetheless same; i want to point out that it's the commonly used ingame variables that directly decides whether or not a socket might be released. And if we can pay attention to these variations, we'll most likely increase our socketing chances
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Back to your question. Definitely there is. Do you still remember the days where lucky was first released? People don't usually get +1 stones, but however +2,3,4,5,6 stones ,and +1stonepacks. Back then the +1 droprate is pathetic. Hunting spots are no longer as cramped because people are not getting many good things. Similarly for soc spammers. They all had terrible times when the lucky draw was first launched. From this, we can be sure that there has certain limitations to the "random" occurrences ingame. Now specifically talking about +1 items. I think it is definitely different from special items like mets and DB. It might not have a income counter. Probably only a outgoing counter/limiter (partly because i have not thought of a cycle for +1 yet). The server will release a fixed number of +1s on daily basis. And this time it might be a real random function determining whether or not +1 item is to be dropped. Nonetheless, i think the total number of +1 items dropped is governed by certain variables in game.
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Ashley (04-08-2008) | ||
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Xtreme-CO also cited that he has a credible source backing up his claim. I did put some thought into his claim. He might have been an excellent proxy developer. He might even have a great understanding of building a conquer server, but there is 1 thing he can't claim; he has never decompiled the genuine Conquer Server. With this, his claims about his credibility of his source is of no reference value. Let's look at his proposed idea. His proposal is indeed persuasive to a certain extent. He mentioned that by using a rand(); will save way more processing power as compared to multiple/nested if-else conditional statements. But think along this line. How much changes have CO brought in since eConquerAlpha? How will that bit more if-else play a significant role in contributing to the server lag. Furthermore how much significance is the improvement of Conquer as compared to the fast advances in hardware? There wasn't even AMD Athlon32 x 2 when eConquer is released. What about now? FX-quadcore, lol. I am not trying to say i am right or xtreme-co is wrong. He has way more computing knowledge and experience than i have. But he might be trapped by his experience at the same time. Besides, i am not a total comp idiot, and i do possess gamer's instinct, hahaha. Just a side note, i also have a credible source that backs up my explanation but i can't disclose it. Yeah, stupid huh, no differentsince i am not mentioning it, lol In the end, no soc theorists can be certain that he is right, just proposing ideals for everyone to read and try.
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