Forums » Suggestions
Are you SURE the change was implemented? if so, I am a statistical anomaly.
According to Ray, the change is definitely in the production code.
And, in defense of that, Space Pancakes saw dropped capship parts. So, they're clearly dropping sometimes.
But, neither of those things negates a possible bug in the drop or probability calculation system? Anything is possible.
I'm not being sarcastic like greenwall, but continuing to kill them will further push out the probability and be a bit helpful in determining if this is really broken in some way.
It's pretty unlikely that you could kill 12 and not see a drop, but there might be some other factor not being taken into account. Like.. I dunno, is there anything unusual about your usage of the sector, or the timing of when ships show up, or the way the Trident is being killed?
According to Ray, the change is definitely in the production code.
And, in defense of that, Space Pancakes saw dropped capship parts. So, they're clearly dropping sometimes.
But, neither of those things negates a possible bug in the drop or probability calculation system? Anything is possible.
I'm not being sarcastic like greenwall, but continuing to kill them will further push out the probability and be a bit helpful in determining if this is really broken in some way.
It's pretty unlikely that you could kill 12 and not see a drop, but there might be some other factor not being taken into account. Like.. I dunno, is there anything unusual about your usage of the sector, or the timing of when ships show up, or the way the Trident is being killed?
I'm not being sarcastic, how else are we, the players, supposed to ascertain the drop rate is as advertised?
I think every trident kill should result in a very high likelihood of some moderately valuable drop... so that the chances of not getting it are lower than actually getting it. It's a very deflating experience killing a trident and seeing a couple barrels of ale and some silksteel.... and you aren't going to break any player markets by upping the drop rate either.
I'd suggest making the FFSSA 90% and leave the FCP at 50%.
I think every trident kill should result in a very high likelihood of some moderately valuable drop... so that the chances of not getting it are lower than actually getting it. It's a very deflating experience killing a trident and seeing a couple barrels of ale and some silksteel.... and you aren't going to break any player markets by upping the drop rate either.
I'd suggest making the FFSSA 90% and leave the FCP at 50%.
This is sort of like the queen drop rates, at times you get a lot and most of the time you get nothing. The issue might be in the drop rate system maybe? I think someone said in a post regarding queen drops that a server restart seems to fix it.
9 unrat dents, nothing but flowers and rum.
I enter a sector with a capship, slam the brakes, put the escorts in front of me, release an avalon or TU, undock with a rag3, crack the dent, use my capship dock for fast r/r's and target the turrets, then the main body.
I enter a sector with a capship, slam the brakes, put the escorts in front of me, release an avalon or TU, undock with a rag3, crack the dent, use my capship dock for fast r/r's and target the turrets, then the main body.
Ray pushed a new change tonight, please keep testing.
greenwall said:
how else are we, the players, supposed to ascertain the drop rate is as advertised?
A little tangential, but this could be somewhat confirmed if this were implemented and enough data over-time were collected.
how else are we, the players, supposed to ascertain the drop rate is as advertised?
A little tangential, but this could be somewhat confirmed if this were implemented and enough data over-time were collected.