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    Sunday, April 12, 2020

    ArcheAge Does anyone on this subreddit actually like this game??

    ArcheAge Does anyone on this subreddit actually like this game??


    Does anyone on this subreddit actually like this game??

    Posted: 12 Apr 2020 01:18 PM PDT

    I kinda figure that this is going to be downvoted to hell but I'm gonna be real with y'all. This subreddit and community is toxic af. As a returning player who already fucked up with my characters because I played this game like I would 99% of the other mmos on the market, I'm already holding on to this game by a thread. But then I come here looking for guides and advice, and am met with every post being about how shit everything about this game is. And new players who are asking for help met with "REEEE GAME NO HOLD YOUR HAND GET FUCKED NOOB!" This is arguably the least helpful community I've seen in 15 years of playing MMOs. Y'all bitch about the mechanics and lack of guides. About how the community is dying and no one new who is coming to play. But then y'all shit talk new players who are trying to figure out what the hell to do. Very few of you offer actual help. And a lot of the help that is given is delivered via some elitist attitude. Or it's "Dont play game. Game bad. No help for you cuz game bad." Then they log on and play for 6 hours straight.

    Yall can blame XL & Trion all you want. But they will not be the sole reason why new players are avoiding this game like it's a plague. This community does everything in its power to drive new players away only to sit and cry about how the game is dying.

    submitted by /u/Freyja565
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    Need help with running Archage Unchained on a locked down PC with runas or runasrob

    Posted: 12 Apr 2020 02:26 PM PDT

    I've tried running Archage with elevated privileges using runasrob, this works fine for all games so far (Epic, Origin, etc) However Archage launcher will not play nice with the runas cmd or runasrob.

    I've tried using users that are in the local admin group, and Ive also tried runas administrator still wont work.

    Have any of you figured out how to do this?

    submitted by /u/rndinit0
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    How Loot Drop Rate Works - Definitive Edition

    Posted: 11 Apr 2020 04:37 PM PDT

    Over the last week I finally sat down, opened my research papers to all of my tests about testing loot drop rate and how it works, and decided to sacrifice an immense amount of Piere's Chocolates and 100% loot drop rate potions to science. With the help of friends such as Hyugan and Art of Wynn server and the Archeage R&D Discord I host, we determined the following.

    Facts discovered about Loot Drop Rate:

    1. Loot Drop Rate is a specific number that applies to all drops that all players in a party or raid who have the ability to roll for that item when it drops (these players are in range enough to roll for it or get xp for the kill).
    2. Loot Drop Rate for all members of the party or raid is the average value of each individual party or raid member's loot drop rate. This means all drops for the party/raid have the same chance of dropping, depending on who is within range when the mob is killed (you'll know because you earned XP for it, and sometimes you might be in range, but greyed out to everyone else in the party/raid).
    3. Last hitting, first hitting, or which player is looting does not determine the chance for a loot to drop, only what the average Loot Drop Rate for all party members combined, is. Anyone in the group that kills a mob has the same Loot Drop Rate applied for that drop, since it is a combined average of all individual drop rates from nearby group members that are close enough to get XP for the kill.
    4. I'm going to make clear that: Yes, a raid's loot drop rate is the average value of each and every raid member combined together (that were close enough to get xp for that roll). Unfortunately we did not test co-raids, so I strongly encourage large guilds to go nuts on this, data is down at the bottom to help with that.

    Wartime Loot Bonus Calculations Discovered:

    • Wartime Loot Drop Bonus is added to the group's total average Loot Drop Rate, and thus can be calculated with this formula (assuming you know the base percent drop chance of the item):Item Final Drop Chance = Item Base Drop Chance * (Group Average Loot Drop Rate + Wartime Loot Drop Bonus)

    And finally, I want to make clear how some Loot Drop Calculations work:

    • There are items in this game that are a choice between what drops for the player, but calculated together.
    • An example of this is Coinpurses vs Crates. Monsters that drop these will always drop either a Coinpurse or a Crate, never both, and this is because the percent chance of getting one of these two is different from the chance of getting either a Coinpurse or a Crate, which is fixed per monster with no way to change it.
    • Another example of this is Caliel in Greater Howling Abyss, who now drops one of three (four?) weapons. The drop rate of a weapon dropping is always 100%, but the chance to get each one is fixed, meaning that no amount of loot drop rate will guarantee a specific item will drop.
    • I feel most of this is common sense to most, but I wanted to at least have it written here since I'm writing about loot drop calculations anyways.

    I wrote up here all of the data that we did over 3 days to determine these, but quickly it started getting way too technical. I erased everything, and instead I am going to list some of the tests we did in the end that helped us prove everything. But I'm going to do it as bullet points.

    • A majority of the testing that helped prove everything in the end was done farming mobs in Hasla - Abandoned Drill Camp. Day 1 testing helped us reveal that the base drop rate of either a Coinpurse or a Crate from these monsters is 33%. Wartime in Hasla provides a +50% boost to loot drop rate (See formula above under Wartime Loot Bonus Calculations Discovered for more info on how that helps).
    • Most of the final testing we did put party members (or raid members) together with very high and very low values for personal loot drop rate. This helped us determine the differences in a party, in a raid, and farming solo, and revealed most of what is under Facts discovered about Loot Drop Rate.
    • Most of initial testing and testing throughout helped us prove that the player killing and looting the mobs did not affect the drop chance, as in many tests, it was the player standing away from the group who was the only one with any loot drop potions at all (up to 161% bonus), while the player farming would have abysmally low chances (no guild, 3% loot drop rate from Title only).
    • Farming inside and outside of wartime helped us determine, with a bit of manipulating the group average loot drop rate, how wartime bonuses were calculated in the final drop rate for an item.

    I strongly recommend doing these sorts of tests yourselves, with your guilds, bring 50 people in a raid or co-raid (since we didn't test co-raids) and see how these sort of things work against the mob drops in Hasla. Just keep in mind, this isn't an easy thing and requires quite a bit of math and statistics, so double and triple check your data. I definitely had to on our end, and it's why it took several different sets of trials to finally create tests that would give us extremely conclusive data.

    Content creators, feel free to make videos about this and even test these yourselves in different ways if you'd like. I'm not going to make a YouTube video like I know some of you may want, but you all can.

    submitted by /u/Gamepro03
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    day 3 of archeage

    Posted: 12 Apr 2020 04:34 AM PDT

    My neighbour.

    Posted: 11 Apr 2020 07:49 PM PDT

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