AfterWorld Survival Forum

Discussions => Knowledge Database => Topic started by: Johnny "atslash" Luck on November 30, 2014, 03:11:54 am

Title: Accurately determine loot frequency
Post by: Johnny "atslash" Luck on November 30, 2014, 03:11:54 am
how many mobs should be selected to determine accurate loot frequency?

25, 50, 75, 100 or more per creature lvl?

I think 25 is to small to hit the rarer items.  What do you guys think?
Title: Re: Accurately determine loot frequency
Post by: Gebeleizis "Hultaan" Kapnobatai on November 30, 2014, 05:05:24 am
my first conclusions regarding some AWdata collected were made after 100 attempts,
later I moved to 250, and I have to admit, 250 was a better choice,
and ideal is ~1000 at least in my opinion ( and I know what means 1000 to determine average for something )

I wish I could be more helpful in your journey, but I don't dare to step outside terminals/Sar-store for some obvious reasons some of the players mentioned here, like skill loss, stupid bugs, annoying black crashes, the almighty blue sky, and....UFO chalange


cheers
Title: Re: Accurately determine loot frequency
Post by: Zwarka "Zwarky" Stonehenge on November 30, 2014, 12:37:27 pm
how many mobs should be selected to determine accurate loot frequency?

You will see the Answer in your own results,
because with low Data the result is instable,
but at one point you will notice it get stable.

At least you should give the "Base" with the
Data, then everybody can choose himself if
20% (1 out 5) is "common" or maybe only a
lucky hit of something rare.

Getting good Results for a single Player will
be a very big task, even for a single Sort of
Creature, if not getting help through other
Players Logs.


Greetings - Zwarky
Title: Re: Accurately determine loot frequency
Post by: Event "Janе" Horizon on November 30, 2014, 06:54:38 pm
IMHO - the new FPS theme will encourage (force?) players to kill many thousands of creatures.
So eventually, over the many 100's of hours need to skill up on weapons, the data will be collected by each player.
Eventually, after 12 - 24 months of this effort, a player will have collected enough data about most creatures loot and loot ratios.

The risk is, that after this huge effort is spent, DL will decided to change loot ratios / loot given.
Title: Re: Accurately determine loot frequency
Post by: Johnny "atslash" Luck on November 30, 2014, 08:20:49 pm
yeah i was thinking about just that jane.  Really all that matters to me is I want to set up a system to collect the info easily.  I want to use your tool but I am having difficulties getting it imported into excel easily.

Using your tool I am trying to extract everything into one line with a comma deliminator. So it would show like this

{youKilled},{lootedItem01}, kg,{lootedItem01}, units{lootedItem02}, kg{lootedItem02}, kg

so when i import it in excel it looks like

Slugot Frisky                               Rudoed Level 3   
Mutant brain 0.005 kg                HF Cable H240X 0.003 kg
Mutant bile 0.002 kg

Im still trying to figure out if it something i can do with your tool by getting headers all on one line, or if i need to figure out a different way
Title: Re: Accurately determine loot frequency
Post by: Event "Janе" Horizon on November 30, 2014, 09:34:05 pm
Try importing the file as TAB delimited.
(if you want to have it comma delimited - you will need to go into the Settings > Filters option and change the Output Fields for the loot rows from [tab] to ,)
Title: Re: Accurately determine loot frequency
Post by: Johnny "atslash" Luck on November 30, 2014, 10:47:06 pm
its not that, i can do it both way with no problems.  here is a vid of what i mean. (http://goo.gl/Yqpwpg)



Title: Re: Accurately determine loot frequency
Post by: Event "Janе" Horizon on December 01, 2014, 09:04:01 am
Ahhh - I see, the data extract is fine. You are having trouble presenting the data.

First - I would recommend you use the standard filters in the original Settings.xml file. I specifically made these very generic to maximize the reuse of the data extracted.

Second - A little excel magic will automate most of your tasks to get this:
(http://i758.photobucket.com/albums/xx230/janesavon/Rudoed_loot_zpse734b10f.png)

I have created something similar in Google Sheets to give you an idea of how to achieve this: https://drive.google.com/open?id=1pzuBbB5rqrc87cd1htkFrm1S0iPO9O-MyBiGP4Do45o&authuser=0 (https://drive.google.com/open?id=1pzuBbB5rqrc87cd1htkFrm1S0iPO9O-MyBiGP4Do45o&authuser=0)

Again, I would like to stress that my extract tool is for extracting data. The analysis and presentation side is a separate task which is left to the community as there are a myriad of ways of doing this.
Title: Re: Accurately determine loot frequency
Post by: Johnny "atslash" Luck on December 01, 2014, 12:24:50 pm
thx jane, i will reset filters and continue on.  Thx for pointing me in the right direction.  I will continue on learning excel until i get this nailed down. 
Title: Re: Accurately determine loot frequency
Post by: Event "Janе" Horizon on December 01, 2014, 07:08:09 pm
IMHO - the new FPS theme will encourage (force?) players to kill many thousands of creatures.
So eventually, over the many 100's of hours need to skill up on weapons, the data will be collected by each player.
Eventually, after 12 - 24 months of this effort, a player will have collected enough data about most creatures loot and loot ratios.

The risk is, that after this huge effort is spent, DL will decided to change loot ratios / loot given.
Ewww - there are currently 281 creatures of different type/maturity.


Lets say you measure loot frequency in 5 bands (30% been common, 1% being rare) - you will need to record at least 1000 kills that have loot to get the volume of info required to accurately determine which band loot falls into per creature-maturity (and with the no-loot rule set at about 40% - this could mean up to 1600 kills to get 1000 successful loots).


So you will need to kill, say ... 460000 creatures to get a full set of statistics.


At 12 creatures per hour (once you get past the beginner creatures finding and killing creatures fast than 5 minutes per creature is unlikely) - you'll be busy for the next 38000 hours (= 9500 days at 4 hours per day = 26 years). And even if the kill rate is a lot higher than 12 - the task is still unbelievable.


I think you may need a lot of help ... say a few thousand players at level 40 weapons skills wearing high armor spending 10 days killing creatures at ant below their experience level.