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 Change CTL discovery algorithim 
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Joined: Fri Sep 16, 2011 12:04 am
Posts: 1998
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Specifically, currently the chance is based on number of discoveries made, and all discoveries are, as far as we know, mutually exclusive in everyway.
The problem with this setting is that there is a HUGE resistance to adding new blue prints. In facts, most of the suggested blue prints are shot down because of "if xxx type legion find this, it would be waste of RP, it would make it harder for them to find things useful blah blah blah"

So as opposed to this, I think an alternative method would be better.

1. Cost: determined by % discoveries made. something along the line of X/(1.1-D) where D is % of discoveries made
2. how it works:
for (each-undiscovered-blueprint)
{if (random()<0.001) this.discovered();}

what this does is make the average discovery cost of ANY blue print independent of the total amount of blue print in the "pool".

Ofc, there can be other specific algorithm that can achieve this. But the basic concept is there, to make adding additional blue prints less "damaging" to the cost and chance of existing ones and therefore make such an addition a smaller resistance.

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私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Tue Jul 31, 2012 6:11 pm
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Joined: Thu Nov 25, 2010 6:49 pm
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I'm not seeing how that would change anything...

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Tue Jul 31, 2012 7:03 pm
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Joined: Fri Sep 16, 2011 12:04 am
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currently the more blue print in the game, the more it will cost to discover them all, and exponentially so. As the order of discovery is random, that means some of the current ones that people love might be pushed to the back of the list, hence resulting in that specific one costing more as a result of an addition of blue print of questionable quality. Overall, it increase the expected cost of a blue print as more blue print is added into the game
This is the primary reason people give for many people shooting down blue prints, for example here:
viewtopic.php?f=6&t=22676


With the system I proposed, the expected cost of each individual blue print is affected in a minimal amount, if affected at all, by the addition of blue print, hence we will have a better chance fo seeing blue prints that is useful for some but not for all ppl added into CTL, as such addition will hurt no one while helping some.

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Tue Jul 31, 2012 7:15 pm
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Well that's kinda the meaning of random. Whether you spend 10m RP finding this current stinker or you find it right away and spend 10m trying to find let's say the Velox, it doesn't matter. You'll spend the same amount (given the frustrations of randomness) either way. It almost sounds like you're trying to give a preference to the "good" recipes...

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[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Tue Jul 31, 2012 7:30 pm
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Darth Flagitious wrote:
Well that's kinda the meaning of random. Whether you spend 10m RP finding this current stinker or you find it right away and spend 10m trying to find let's say the Velox, it doesn't matter. You'll spend the same amount (given the frustrations of randomness) either way. It almost sounds like you're trying to give a preference to the "good" recipes...


not a preference to the good recipe, just make it so that adding new ones does not affect existing ones(existing but unfound to be specific)
It's still random, just that additions no longer influence existing.

I want more blue prints, but there wont be many added if each addition makes every blue print harder to get.

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Tue Jul 31, 2012 8:12 pm
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