Theories on perm drop or treasure in CoD?????

Discussion in 'Strategy' started by llIlI_LR-RIPPER_IllII, Jan 14, 2012.

  1. Another bump for the missinformed. :)
     
  2. A lot of people say you cannot make a program to generate a random number...

    But I beg to differ, I've got the code for making a random number in C .

    Imagine it like a die, six sides, now, that is pretty much up to luck.

    But with programming you can make a die which will only land on six, or never land on five.

    Imagine a coin, flip it. One side says 'Item' the other side says 'No Item' It normally lands on heads doesn't it? Say 'No item' is heads, and 'Item' is tails. It is a bit like that.

    Thats the best I can explain how it could be random, but its not.
     
  3. If I were devs I would make a huge pattern (500 numbers around) I'll use an example with just 4 numbers and one no item 76980 clan A does eb there are12 hits hit number 7 gets the item then clan B does the eb 13 hits hit number 6 gets it clan C does the eb hit number 9 gets it then clan A again hit number 8 gets it then clanD does one and noone can get it from that eb could even be counting backward from the last hit just a theory
     
  4.         you use the face of this thing to stare into the ebs soul until it drops the item
     
  5. OK I AM HATING READING THIS. First correction it is impossible as a computer coder to ever make anything random with coding. So this is not a random event as to who gets it. Now the ways in which this may be done could be that there is a % chance for item to first of all drop. Then there could be a % chance on each player depending on amount of actions damage done. Other then that the only other variables that are controllable for players to be able to change is the time of hitting in regards to which phase you are currently in.

    Now also they may have just gone and made a code that reads how many operations have been oerformed in last second then multiply that number by x and if it's greater then something else then there is drops.

    Personally having played and seen them drop it does seem to go more often then not to more active players, so this suggests there is a probability chance built into actions damage. If anyone wants to discuss further wall me.
     
  6. Maybe one of the devs has a button with "item" and "no item" and just presses every once in a while :p
     
  7. My item from Destroyer came from an epic where I didnt fail any attacks. I didnt get any of the items in either. Also, i didnt do the full unload thing- i hit until half my troops and spies were gone and then waited until full troops before repeating.
     
  8. Hey belle I've got an idea, make two different threads on the forum and ask people who received item\items(any item) and\or treasure to post there and tell which eb they got it from, how many attacks\spys\scouts\assassinate they did and if they were active. On the other thread as people to post if they have not received an item yet. That way we could get an idea of the odds of getting an item\treasure. Just an idea
     
  9. Didn't read all 23 pages here. This has probably already been stated but going to say it anyhow. Mathematic probability seems random on a trial by trial basis. If the devs used any type of probability equation it will be hard to discern without tracking a statistically relevant number of players who tracked every action they did in each eb, recorded it, and then have that correlate across the board with those players. In addition there are three standard deviations from the mathematic mean in both a positive and a negative sense for a total of six standard deviations a player could go through even of they performed every action correctly. For example if you play Texas holdem you will receive pocket aces roughly once in every 221 hands played. You can go over 600 hands and not see them. The distribution of the cards is still random. Since none of us are receiving the same item twice we can't duplicate a result individually. I am in no position to start a spreadsheet of every action I take in every COD or FOD I play. A large number of players would have to go through that and compare notes to find a correlation and it still may not work every time. Just my two cents on probability and random distribution. Wishing swords shields and armor to all. Happy jawing everyone.
     
  10. *errr kawing. Grrrr autocorrect
     
  11. Op is a mod, more than what you will ever be in this fame
     
  12. Game* fat fingers >.<
     
  13. I DOBT CARE! JUST GICE ME A DAMN SHIELD! 
     
  14. What I suggest is this...

    Make a clan..
    Grow strong..
    Do CoD..


    Everyone do CoD and right at 1% kick all the members and get that sword!

    I know, I know I'm good.
     
  15. Dylan, still doesn't work. :/ the devs out smarted us
     
  16. One crucial factor that many seem to be missing is that the algorithm, whatever it may be probably has slight variances for each Epic. This means that, to truly look at purely the variables, only data from one EB should be taken into account, meaning that if a player has posted a theory, for experimental purposes it is theoretically flawed if the Epic battle the theory is based from is not stated.

    Another angle that should be looked at is that the drop distribution could be based on a fairly simple algorithm that changes eversoslightly everytime an Epic is successfully completed.

    Seth
     
  17. THAT, my friend, is a run-on sentence

    Good day to you
     
  18. Ima try to connect kaw to my comp and look at the .nib for the eb. See if I get the programing. (proly won't, idk how to use ssh very well)
     
  19. @deathgremlin-I suggested pretty much the exact same thing on, like, pg 9 or something 

    No takers yet to do it.