Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »Your "cooldown on recipes" only has one reason to exist, to prevent players from getting too many drops in a certain time period.
It is a MASSIVE FAILURE at that simply because it allows switching characters, by the admission of everyone who supports the idea of a cooldown.
So, the developers failed to make that work and will continue to fail because they never made it check @account versus character name and will continue to let that pass and everybody and their dog make a fool of them. Do you see how unlikely and stupid that sounds?
Because to have a cooldown that checked account and not character would actively work against people who have alts.
The function of a recipe is to be read and learned by a single character.
By making the cooldown global across the account, it would mean that the person playing 8 characters would have exactly the same chance to find a drop in a set amount of time as someone who is playing one character.
The problem being that the person playing one character only has to learn the recipe once and then they have access to it on "all of their characters". For the same thing to be true for the other person, they need to find the same recipe 8 times.
If the cooldown exists, then why discriminate against those who play alts as well?
1) You only need one crafter to have access to everything on all characters now, especially with the outfit system allowing motifs to be used with only one character knowing it and without actually crafting the gear.
Those with one character or alts are the same then so the supposed cooldown doesn't hurt anyone.
Mystrius_Archaion wrote: »2) The supposed cooldown is meant to limit supply. Why? It is to limit amount of them for sale because they know people only need one copy of anything and will sell the rest. Some people even sell the first copy they get or all copies and don't use any of them until it isn't worth selling anymore due to market flooding reduced sale prices.
Mystrius_Archaion wrote: »So given the above, why would they implement a cooldown to limit supply only to allow people to easily switch characters to bypass the cooldown to get more supply than they intended?
They want us to avoid the system that they want to be in our way?
That's like a road being blocked off just so we can run through the barricade and destroy whatever they are trying to protect or hurt ourselves if it is meant to protect us.
Merlin13KAGL wrote: »That's *** hilarious. It's my fault because I wasn't clear enough, by specifying the very stipulation I was pretty sure you'd otherwise run with? Okay.Mystrius_Archaion wrote: »Merlin13KAGL wrote: »Merlin13KAGL wrote: »It's like saying you could get 16 (non sharable) dailies from a 15 character account, when the dailies have a per-character cooldown of [fill in the time here].Because reading's hard.Mystrius_Archaion wrote: »FYI, you can do the same daily multiple times per day using multiple characters, and get the other versions of that daily by sharing with group members
You typed a confusing stupid fallacy statement. It's your fault.
I read it as a lot of other people would have. Welcome to the confusion caused by not being clear enough.I think a per character cooldown along with drop rate % is sufficient to limit the result.
Edit:
You still haven't answered my question. Do you think the developers are dumb or smart?
Do you think them too dumb to code it to check @username or smart enough to have made this cooldown and have it work perfectly without being able to bypass it by switching characters?
It gives a chance of said item, rewarding additional alts (as it should), but still limiting the maximum yield due to character slot limitations.
Point 1 is bull. Only my crafter can make mythic aetherial ambrosia. Only my crafter has 9 traits researched and can craft that gear. And it just occurred to me that only my crafter can manufacture culanda lacquer, by crafting with a mimic stone then decon the item.Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »Your "cooldown on recipes" only has one reason to exist, to prevent players from getting too many drops in a certain time period.
It is a MASSIVE FAILURE at that simply because it allows switching characters, by the admission of everyone who supports the idea of a cooldown.
So, the developers failed to make that work and will continue to fail because they never made it check @account versus character name and will continue to let that pass and everybody and their dog make a fool of them. Do you see how unlikely and stupid that sounds?
Because to have a cooldown that checked account and not character would actively work against people who have alts.
The function of a recipe is to be read and learned by a single character.
By making the cooldown global across the account, it would mean that the person playing 8 characters would have exactly the same chance to find a drop in a set amount of time as someone who is playing one character.
The problem being that the person playing one character only has to learn the recipe once and then they have access to it on "all of their characters". For the same thing to be true for the other person, they need to find the same recipe 8 times.
If the cooldown exists, then why discriminate against those who play alts as well?
1) You only need one crafter to have access to everything on all characters now, especially with the outfit system allowing motifs to be used with only one character knowing it and without actually crafting the gear.
Those with one character or alts are the same then so the supposed cooldown doesn't hurt anyone.
2) The supposed cooldown is meant to limit supply. Why? It is to limit amount of them for sale because they know people only need one copy of anything and will sell the rest. Some people even sell the first copy they get or all copies and don't use any of them until it isn't worth selling anymore due to market flooding reduced sale prices.
So given the above, why would they implement a cooldown to limit supply only to allow people to easily switch characters to bypass the cooldown to get more supply than they intended?
They want us to avoid the system that they want to be in our way?
That's like a road being blocked off just so we can run through the barricade and destroy whatever they are trying to protect or hurt ourselves if it is meant to protect us.
It’s not an exploit. Scroll up. There’s reasons for it to be character based.Mystrius_Archaion wrote: »Merlin13KAGL wrote: »Let's simplify with a coin flip:Mystrius_Archaion wrote: »Merlin13KAGL wrote: »Lol.Mystrius_Archaion wrote: »And a "zero chance on cooldown" is the same as "lower RNG chance" since they are both RNG number. 1/1000 vs 0/1000. It's still a coded "check this number against the RNG number", or at least could be.
You don't need a cooldown to make something take a really long time to get. That would be unnecessary extra wasted time and money(because time is money to a business) to do that sort of double layered check in code. It's not a simple "5 minutes and it's in" piece of code like people believe everything is.
0 chance in 1000 isn't RNG. It's pretty well, what's the word, guaranteed. You might want to brush up on your probability.
FYI in coding, 0 is a possible number generated by the RNG.
The way they would code this is "if X = 1-100 then Y, else X = 0 then Z". Its still RNG to save time and lines of code and keep it simple.
- One in two chances it comes up 'tails.'
- One in two chances it comes up 'heads.'
- Zero chances in 2 that it turns into a ham sandwich.
Here's a different one: One lane is closed on your way work:If it's on cooldown, there doesn't even need to be and RNG check for that tier item.
- There's a 253% chance you'll get diverted to the right lane.
- There's a 25% chance you'll get diverted to the left lane.
- There's a 25% chance you'll have to stop and wait until it's cleared.
- There's a 25% chance you'll have to turn around and go another way.
- There's a zero percent chance your car will sprout wings and flap its way to your destination.
Are the developers dumb enough to put in a cooldown we can easily bypass by switching characters?
Are the developers smart enough to not leave an obvious easy bypass to said cooldown and thus either are going to close that loophole or never made a cooldown so that's why switching characters works?
If they implemented a cooldown that they want to work, why leave a bypass exploit open?
Answer that if you can without questioning whether a cooldown exists or really doesn't exist.
Character based is intentional!
Mystrius_Archaion wrote: »I'm done with this, at least for now.
There is no cooldown, especially since it is so easy to bypass. You're all just deluded into believing in a superstition that has ended up making you work harder than you need to.
Mystrius_Archaion wrote: »Merlin13KAGL wrote: »That's *** hilarious. It's my fault because I wasn't clear enough, by specifying the very stipulation I was pretty sure you'd otherwise run with? Okay.Mystrius_Archaion wrote: »Merlin13KAGL wrote: »Merlin13KAGL wrote: »It's like saying you could get 16 (non sharable) dailies from a 15 character account, when the dailies have a per-character cooldown of [fill in the time here].Because reading's hard.Mystrius_Archaion wrote: »FYI, you can do the same daily multiple times per day using multiple characters, and get the other versions of that daily by sharing with group members
You typed a confusing stupid fallacy statement. It's your fault.
I read it as a lot of other people would have. Welcome to the confusion caused by not being clear enough.I think a per character cooldown along with drop rate % is sufficient to limit the result.
Edit:
You still haven't answered my question. Do you think the developers are dumb or smart?
Do you think them too dumb to code it to check @username or smart enough to have made this cooldown and have it work perfectly without being able to bypass it by switching characters?
It gives a chance of said item, rewarding additional alts (as it should), but still limiting the maximum yield due to character slot limitations.
You're assuming that was their intent, but then they could accomplish the same thing with an account cooldown rather than character cooldown just with a comparably different duration, which could then not be bypassed so easily.
You're still assuming they implemented a cooldown to limit supply yet left an obvious exploit in place to completely bypass that supply limiting cooldown entirely.
Why would they do that?
Would they be that dumb to intend a limit, want/need a limit, and still leave us such an easy and obvious way around that limit?
Or, would they be that dumb as to actually have this exploit unnoticed and not fixed for such a long time?
I still don't think a cooldown exists due to all the only anecdotal evidence any of you are providing without hard facts from a large enough sample size, meaning more than yourself and anybody else's not logged data and just "it felt better" reasoning.
I am just arguing that a cooldown is so very unlikely to exist because it has such an obvious workaround, that you all say, that it would be completely shameful of the developers to be that dumb as to let that one pass without getting fixed in a hurry.
I trust the developers to be a little smarter than that. If they wanted a cooldown to limit supply, as you believe, then they could make it truly limit supply and not allow character switching to bypass it. They can't be that obviously dumb as any 5-year-old child would point that out and laugh.
Merlin13KAGL wrote: »The goal of the company is to get money.
The goal of the game it to help the company get money.
This is done in combination by players and investors.
The best way for the game to get money from players and from investors is to get players to play the game. (Why do you think they're always keen on announcing "10 million player accounts, X million players logged in," etc? If makes investors warm and fuzzy and draws attention to the product.
You want people to pursue things. You want income to happen as a result of people wanting to pursue things, whether that's a Crown store XP scroll or a banner ad.[/i]
Merlin13KAGL wrote: »Also, the alt limit, along with the drop chance also encourages people to buy alt accounts...which, you guessed it, makes teh company money.
Are you aware there is a daily deletion limit in place, still effectively limiting the number of characters you're ever going to have in a given day on a single account, still effectively limiting the total quantity of said items you could ever receive on one account?Mystrius_Archaion wrote: »Merlin13KAGL wrote: »The goal of the company is to get money.
The goal of the game it to help the company get money.
This is done in combination by players and investors.
The best way for the game to get money from players and from investors is to get players to play the game. (Why do you think they're always keen on announcing "10 million player accounts, X million players logged in," etc? If makes investors warm and fuzzy and draws attention to the product.
You want people to pursue things. You want income to happen as a result of people wanting to pursue things, whether that's a Crown store XP scroll or a banner ad.[/i]
I fully agree with you here.
So, why would they let us reduce our interaction in the game, reduce our time played, by switching to another character that could be level 1 to farm recipes bypassing a supposed cooldown intended to increase our play time and interaction with the game if we tried to do it on just one character?
My whole point is that a "per character cooldown" rather than "per account cooldown" is either a complete mistake on the developer part that somehow has gone uncorrected or doesn't exist because it is unbelievable that such an intended feature would be such a mistake in how it was implemented.
They want more money from us spending more time?
This doesn't help when we can switch characters to speed it up.
Dude, it is a per account limit.Mystrius_Archaion wrote: »Merlin13KAGL wrote: »Also, the alt limit, along with the drop chance also encourages people to buy alt accounts...which, you guessed it, makes teh company money.
Now that would make sense, but they aren't encouraged to buy alt accounts unless it is a limit "per account cooldown".
Everyone who insists on the cooldown says it is "per character".
That doesn't make them more money if it is "per character" so you don't need another account.