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  #16 (permalink)  
Old 04-05-2008, 08:02 PM
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Default Re: Socket Logic

Quote:
Originally Posted by khaled23 View Post
Right,right right! that also explains when sometimes i'm in bird and i drop 10 mets in 30 min and other time i drop like 2-3 mets in 30 min! I have an idea to calculate the value of outgoing when ingoing=0, u can save some mets with a char then after server is down u try to soc the item. (i don't think that many players are hunting just after server's down).

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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Last edited by shitboi; 04-05-2008 at 08:04 PM.
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  #17 (permalink)  
Old 04-05-2008, 09:52 PM
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Default Re: Socket Logic

This is great stuff heard about it before, and it makes a lot of sence to me too about the outcomming>incomming mets part and the 12:00 00:00 for sockets. Keep up the good work
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  #18 (permalink)  
Old 04-06-2008, 03:21 PM
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Default Re: Socket Logic

relly gr8 work
i am totaly intersted in this
i wil try it LOL
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  #19 (permalink)  
Old 04-06-2008, 03:27 PM
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Default Re: Socket Logic

@shitboi, i Like the way u think
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Old 04-08-2008, 03:20 AM
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Default Re: Socket Logic

Meh, im just inclined to leaving my SV on all night. But does +1s have a similar outgoing/incoming limit?
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  #21 (permalink)  
Old 04-08-2008, 03:54 AM
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Default Re: Socket Logic

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Originally Posted by Shirozakii View Post
Meh, im just inclined to leaving my SV on all night. But does +1s have a similar outgoing/incoming limit?
Let's see it this way, personally there has been 2 types of arguments/opinions regarding the drops/sockets. 1 group of people said it's 100pct a random thing. While i believe it's related to ingame variables. If you're a game designer, would you consider limiting the number of sockets allowed to be made per day, per week or per month? I am sure you will. Furthermore, i briefly demonstrated how simply those checks can be done, and it's probably 5-6more if,else statements more than a random function. These additional usage of processing power isn't much of a deal for nowaday processors.


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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  #22 (permalink)  
Old 04-08-2008, 05:49 AM
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Default Re: Socket Logic

grate post, u have givin a new prospective over this matter
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  #23 (permalink)  
Old 04-08-2008, 06:27 AM
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Default Re: Socket Logic

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Originally Posted by Ashley View Post
grate post, u have givin a new prospective over this matter
i have read some threads on ****, paying close attention to progr4mer and xtreme-co's threads. progr4mer's idea is similar to mine, while xtreme-co proposes a random function behind all these.

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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Multiclient Patcher - A nice tool to patch you Conquer.exe without going through the hassle to DIY

Last edited by shitboi; 04-08-2008 at 06:44 AM. Reason: typo
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  #24 (permalink)  
Old 04-08-2008, 06:32 AM
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Default Re: Socket Logic

very intellegent explanation
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Old 04-08-2008, 06:45 AM
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Default Re: Socket Logic

thxxxxxxxx
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  #26 (permalink)  
Old 04-09-2008, 12:25 AM
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Default Re: Socket Logic

Wow, it's hard to find people on the internet as intelligent as you.
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  #27 (permalink)  
Old 04-10-2008, 03:24 PM
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Default Re: Socket Logic

omg Shit boi u r soo awsome
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
realy so smart
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  #28 (permalink)  
Old 04-11-2008, 09:21 AM
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Default Re: Socket Logic

I bilive that machines & programs
have no thing called luck
thir is always a program
so lottry have a program like this too

can we work togrther to find out what is it?
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  #29 (permalink)  
Old 04-12-2008, 12:40 AM
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Default Re: Socket Logic

Is it any trick for socs?
Better chance to open?
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  #30 (permalink)  
Old 04-12-2008, 05:50 AM
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Default Re: Socket Logic

Quote:
Originally Posted by ati2022 View Post
I bilive that machines & programs
have no thing called luck
thir is always a program
so lottry have a program like this too

can we work togrther to find out what is it?
I been sayin that .. but no1 listenin ... in programmin thrs nuthin luck/totaly random ..... its random for us .. but nt for ppl who can decompile CO perfect ... like I ll tell u how PC select numbers in rl lotto .... thy make it wid sequance & that sequance seems 2 be random for ppl who watchin ... but its nt random cuz the sequance of movin in row/colums is by sequance ... so its only matter of whr u let da PC start his sequance ... Lotto in CO is kinda same ... so its nt luck. its known how it works but nt for us
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