I think the game isnt well coded. I mean, when we have to refine mats, the calculation is done only 1 time for our %chances of having resins etc. But when you did X times the thing like it was before, we had more calculations to get the %chances.
I dont know if you see what I mean... (my english sucks)
Exemple :
right now:
- 10 mats => refining => calculation %chances (RNG) => result (negative)
Before :
- 10 mats =
- refining 1 => calculation => result
- refining 2 => calculation => result
- refining 3 => calculation => result
- refining 4 => calculation => result
- refining 5 => calculation => result
- refining 6 => calculation => result
- refining 7 => calculation => result
- refining 8 => calculation => result
- refining 9 => calculation => result
- refining 10 => calculation => result
So, before, we had more chances to get a better result than now just because we had more calculations.
another exemple:
1x 1% = 1%(maybe result=YES)= 1 resin
10x 1% = 1% + 1% + 1%(maybe result=YES) + 1% + 1% + 1% + 1% + 1% + 1%(maybe result=YES) + 1%(maybe result=YES) = 3resin
etc.
you see?
That's why yes, we should be able to set Min when refining, just because the game isnt well coded...
The other way to fix that is to put more calculations when refining but, we can't know if the game is doing that or not. I assume it isnt since i get less positive results (and i'm not alone) since max refining has been introduced in game.............
redgreensunset wrote: »
I think the game isnt well coded. I mean, when we have to refine mats, the calculation is done only 1 time for our %chances of having resins etc. But when you did X times the thing like it was before, we had more calculations to get the %chances.
I dont know if you see what I mean... (my english sucks)
Exemple :
right now:
- 10 mats => refining => calculation %chances (RNG) => result (negative)
Before :
- 10 mats =
- refining 1 => calculation => result
- refining 2 => calculation => result
- refining 3 => calculation => result
- refining 4 => calculation => result
- refining 5 => calculation => result
- refining 6 => calculation => result
- refining 7 => calculation => result
- refining 8 => calculation => result
- refining 9 => calculation => result
- refining 10 => calculation => result
So, before, we had more chances to get a better result than now just because we had more calculations.
another exemple:
1x 1% = 1%(maybe result=YES)= 1 resin
10x 1% = 1% + 1% + 1%(maybe result=YES) + 1% + 1% + 1% + 1% + 1% + 1%(maybe result=YES) + 1%(maybe result=YES) = 3resin
etc.
you see?
That's why yes, we should be able to set Min when refining, just because the game isnt well coded...
The other way to fix that is to put more calculations when refining but, we can't know if the game is doing that or not. I assume it isnt since i get less positive results (and i'm not alone) since max refining has been introduced in game.............
I've been keeping data for refining both pre-multicraft, and post-multicraft, as well as testing on the PTS. I've shared it here in the crafting forums. They are the same. No change.
That conspiracy theory has been soundly and thoroughly debunked, as not a SINGLE person who has promoted it has provided a single shred of credible evidence to prove their claim.
Please, please, stop perpetuating this falsehood.
EDIT: To add link.
https://docs.google.com/spreadsheets/d/1yQDUjYNQVsIFl0ktkbkSlfYPkzP6pgCOTMQ-qCuzfaI
Here is my data. Open and shared. Free for all to look at and comb it over looking for these "patterns" of lower refining.
If you want to change my mind (and the minds of a lot of others) you would have to share hard, concrete evidence showing else wise, not just anecdotal evidence.
I think the game isnt well coded. I mean, when we have to refine mats, the calculation is done only 1 time for our %chances of having resins etc. But when you did X times the thing like it was before, we had more calculations to get the %chances.
I dont know if you see what I mean... (my english sucks)
Exemple :
right now:
- 10 mats => refining => calculation %chances (RNG) => result (negative)
Before :
- 10 mats =
- refining 1 => calculation => result
- refining 2 => calculation => result
- refining 3 => calculation => result
- refining 4 => calculation => result
- refining 5 => calculation => result
- refining 6 => calculation => result
- refining 7 => calculation => result
- refining 8 => calculation => result
- refining 9 => calculation => result
- refining 10 => calculation => result
So, before, we had more chances to get a better result than now just because we had more calculations.
another exemple:
1x 1% = 1%(maybe result=YES)= 1 resin
10x 1% = 1% + 1% + 1%(maybe result=YES) + 1% + 1% + 1% + 1% + 1% + 1%(maybe result=YES) + 1%(maybe result=YES) = 3resin
etc.
you see?
That's why yes, we should be able to set Min when refining, just because the game isnt well coded...
The other way to fix that is to put more calculations when refining but, we can't know if the game is doing that or not. I assume it isnt since i get less positive results (and i'm not alone) since max refining has been introduced in game.............
I've been keeping data for refining both pre-multicraft, and post-multicraft, as well as testing on the PTS. I've shared it here in the crafting forums. They are the same. No change.
That conspiracy theory has been soundly and thoroughly debunked, as not a SINGLE person who has promoted it has provided a single shred of credible evidence to prove their claim.
Please, please, stop perpetuating this falsehood.
EDIT: To add link.
https://docs.google.com/spreadsheets/d/1yQDUjYNQVsIFl0ktkbkSlfYPkzP6pgCOTMQ-qCuzfaI
Here is my data. Open and shared. Free for all to look at and comb it over looking for these "patterns" of lower refining.
If you want to change my mind (and the minds of a lot of others) you would have to share hard, concrete evidence showing else wise, not just anecdotal evidence.
Your document doesnt say anything about comparison between before and now.
kringled_1 wrote: »With all due respect, tmbrinks, if Karmen is trying to make the point I think he is, your very large data sets don't really reflect his concern. I think a part of the issue he's trying to get at is that a lot of people, including myself, think that eso has very streaky rng. In the long run, as seen in your collected data, results are in line with expectations. In smaller runs, in this case refining, what I would call streaky means that results would include returns above the mean and below the mean more often than 'should' happen.
kringled_1 wrote: »With all due respect, tmbrinks, if Karmen is trying to make the point I think he is, your very large data sets don't really reflect his concern. I think a part of the issue he's trying to get at is that a lot of people, including myself, think that eso has very streaky rng. In the long run, as seen in your collected data, results are in line with expectations. In smaller runs, in this case refining, what I would call streaky means that results would include returns above the mean and below the mean more often than 'should' happen.
Maybe this is something for you:
https://www.esoui.com/downloads/info2445-VotansImprovedMulticraft.html
kringled_1 wrote: »With all due respect, tmbrinks, if Karmen is trying to make the point I think he is, your very large data sets don't really reflect his concern. I think a part of the issue he's trying to get at is that a lot of people, including myself, think that eso has very streaky rng. In the long run, as seen in your collected data, results are in line with expectations. In smaller runs, in this case refining, what I would call streaky means that results would include returns above the mean and below the mean more often than 'should' happen.
I just did the comparison from before to after which is exactly what they were asking for.
Also, the individual tabs show it for each separate refine that I've done. Also calculated the likelihood of getting that given a random normal distribution. It was fairly random before, it's still random after. The data tables I have show exactly what your concern is as well.
kringled_1 wrote: »With all due respect, tmbrinks, if Karmen is trying to make the point I think he is, your very large data sets don't really reflect his concern. I think a part of the issue he's trying to get at is that a lot of people, including myself, think that eso has very streaky rng. In the long run, as seen in your collected data, results are in line with expectations. In smaller runs, in this case refining, what I would call streaky means that results would include returns above the mean and below the mean more often than 'should' happen.
I just did the comparison from before to after which is exactly what they were asking for.
Also, the individual tabs show it for each separate refine that I've done. Also calculated the likelihood of getting that given a random normal distribution. It was fairly random before, it's still random after. The data tables I have show exactly what your concern is as well.
OG_Kaveman wrote: »
kringled_1 wrote: »Your data actually looks a bit odd to my eye.
kringled_1 wrote: »Is it possible that I'm just imagining it?
redgreensunset wrote: »
My bad... why anybody would want to refine less than max (outside of somebody who has the raw all stored in the craft bag, but no longer subscribes) is beyond me.
redlink1979 wrote: »It's not fixed yet...
If the default option is set to max (as it happens) then the opposite option must be available in the bottom of the screen (set amount to minimum).
The way it is atm it doesn't make any sense at all. (default is set to max and on bottom screen we have the option to set up to... the max...)
Someone clearly made a mess...