-
Posts
334 -
Joined
-
That's nonsense too.
Many many people warn of spoilers before they give them. Some only do it for big things, others do it for anything that might spoil any plot point.
How can the request that people warn before they give spoilers be unrealistic when it has been explicitly realised numerous times on multiple different discussion boards by multiple different people?
You just basically can't be arsed, and want an excuse for your inconsiderate behaviour. -
Bollocks.
Some people don't like spoilers and get upset by them.
If you post spoilers in a careless fashion, you are not considering those people.
That is, one-hundred percent, inconsiderate.
Being inconsiderate is casually dismissing how others feel, and that is precisely what your post was in its entirety.
Some people think facts about stories should be hidden, others feel they should be freely discussed.
Being considerate is a compromise where they're still discussed but a warning is given first. -
With the new free to play set-up, I'd be surprised if the devs weren't at least considering making a ranged/defence and/or a melee/support AT for sale on the paragon market.
-
Quote:You've forgotten about trading.No, really, do what I just said. Imagine you want to collect 3 sets for 3 different ATs. Now imagine that the system only had those 3 sets in the pool and nothing else. Work out those odds - it is exactly the collector problem. Everyone here can do it. Then realize that none of the changes that make this hypothetical different than the real system will make the real system have better odds than that. That represents an upper bound on reality.
That automatically makes things in your scenario better than the Coupon Collector's Problem.
Even if you have to sell 3 duplicates to make enough to buy 1 new, that still lowers the expectation on the time to collect the full sets.
Take your scenario, and include trading, and you have a far better situation the Coupon Collector's Problem, and the difference between the two only grows the more sets you add. -
Better yet, when you buy the dog, have it unlock a new power pool for every character which allows the dog to attack in various ways. It wouldn't be unbalanced as you'd still have to spend a power pick and slots, but would add a load of new concept potential.
-
How many people do you think had even heard the term "Coupon Collector's Problem" before it was brought up in regard to the super packs?
How exactly is using a term almost know-one knows, and using it inaccurately, "ease of communication"? -
Quote:You seem to have cared quite a bit.Quite frankly, no one but you cares to apply as strict standard to the definition of "Coupon Collector's Problem". At this point you are just tilting at windmills.
You can say I'm just "tilting at windmills" but, as I say, this is something I do actually care about. What's your excuse?
Quote:We don't need to be taught about this problem to understand that we don't like paying real money for random virtual items.
Quote:You're right, after this post I'll ignore what you say if you get excessively stringent on the problem.
Quote:As a long time computer programmer I can simulate, with a high degree of accuracy, the Coupon Collector Problem. No matter what method you might think the game is acting like, the code will obey Coupon Collector Problem definition before presenting the results to the player.
You can simulate the Coupon Collector's Problem, I suspect you can also simulate the super packs. That doesn't mean they are one and the same.
Quote:I did. To everyone but you that illustration fits the Super Pack situation.
To you that illustration fits the super packs. To me it clearly has several deviations. No-one else has given their opinion.
Key deviations being that the boy in example never trades his cards, while trading enhancements is quite possible. And once the boy gets a card, he can always still get it again, while costume parts in the super packs can never be gotten more than once, which effects both costume parts and enhancements.
You say you can make a program to simulate this, so go ahead.
Make one that simulates a boy buying cards which can always duplicate, and where he never trades.
Then make one where the boy can trade, and where some of the cards never duplicate but some do, and further that the boy only wants a sub-set of the cards, not every single one.
And then come back and tell me with a straight face that you didn't have to add extra conditions to the second program.
Quote:Outside a classroom, the Coupon Collector Problem can't exist by your standards. It is impossible to exist in the real world by your standards. Your standards are so precise that it leaves no room for practical application. As such you are not talking about what everyone else is.
Like I said, you are arguing theory without realizing it can't exist in the real world by your definition
When you were learning to program, were you never asked to program something that was essentially useless in the real world but taught a useful lesson? Well, even if you weren't, it's something that done quite often.
And, that said, it's not true that my precise definition has absolutely no real world applications. If the super packs only gave enhancements, and the enhancements were essentually useless unless you had the whole set, and you weren't allowed to trade them but they still duplicated. Then that would be the Coupon Collector's Problem. Sure, that example doesn't exists in the game, but it easily could do. Companies have set things up like that before.
The Coupon Collector's Problem can, and does, exist in the real world, it's rare, but it happens. But so what? It was always a theoretical problem anyway. Why are you so desperate to call this current issue "the Coupon Collector's Problem"? What do you gain from it? -
Quote:No they don't.What you are not getting is that it is close enough. It doesn't have to be exact. That the packs follow a subset of the problem,
They follow, as I've said several times now, a large generalisation of the problem. The exact opposite of a subset. And therein lies the issue.
Quote:and that the packs can be accurately described by the Coupon Collector's Problem (yes, you can determine exactly how long until you get at least 1 of everything using that definition).
At best you can get an exact mean of the time taken, and yes, that's possible. But it's not possible with the tools given by the Coupon Collector's Problem.
Quote:And that fits. There are over 200 things, and you can use that problem to determine either the full item list OR use the principle until such time you get the subset of the items you want. In this case the math is much more flexible than you are.
Well that is something we agree on.
Quote:The fact that you are going on and on about it is increasingly pedantic.
Quote:You don't program much, huh?
Quote:The base algorithm will be able to be accurately described with the the proof. There is a layer above/below/between the game and the user to change results though. If player's suggestion that the parts be able to be traded, that layer would have to disappear and we are back to it being a pure subset of the Coupon Collector's Problem.
Quote:I suggest you read this:
Isaac, Richard (1995), "8.4 The coupon collector's problem solved", The Pleasures of Probability, Undergraduate Texts in Mathematics, New York: Springer-Verlag, pp. 8082, ISBN 0-387-94415-X, MR1329545.
The book uses the example of trading cards (Baseball cards to be exact). The fact the items can be traded or not makes no difference to the problem.
It's just an example to illustrate the problem, it's not an attempt to rigorously analyse trading cards.
Quote:You have a more strict definition of the problem than an undergraduate textbook, which means I can safely ignore your opinion.
I suspect you didn't do any more than skim read that book, and assumed it would be to much for me to understand and so I'd just give up. As it happens though, I have to thank you for introducing it, as it supports my position quite nicely. I can never be bothered to find my own sources. -
Quote:That's a very good point.I'd just like to point out that you're making a fairly big assumption here. All we know is that you are guaranteed not to get repeat costume pieces, the mechanism by which that happens it unknown. You are assuming that costume pieces you already own are removed from the 'pool' before randomization takes place, where it's just as possible that instead, substitution takes places after the fact, and there is no guarantee that said substitution is random.
In plain language, it's perfectly possible that if you get a rare costume item in a pack, on further packs, that item isn't removed from the 'rolling table', but is instead replaced with Windfall.
This is why I've repeatedly insisted that transparency in the numbers is essential. Paragon seems inclined to disagree.
And it makes the situation even more complicated, and further divergent from a simple Coupon Collector's Problem. -
No, I am not. This is just a subject that matters to me.
Quote:By a strict definition, the game cheats the Coupon Collector's Problem on costumes. It doesn't cheat the ATOs fitting the Coupon Collector's Problem at all.
The Coupon Collector's Problem is where you have n things, and you want to get every one of those n thing at least once.
With the super-packs, there are over 200 things, and yet you might only want 6 specific enhancements. That is not the Coupon Collector's Problem. The Coupon Collector's Problem is wanting 6 things out of 6, or 205 things out of 205. It is not wanting 6 things out of 205.
That is rather pedantic though. And if that was the only difference between it and the Coupon Collector's Problem, I probably wouldn't have said anything. There's more though.
As you say, the system fudges things with the costume parts, not the enhancements but, as the costume parts are in the same pool as the enhancements, they effect each other. On your first go, your chances are 6/205 for each card. Now lets say that first pack is all costume pieces. Unfortunate, as you don't want those, you only want those 6 enhancements but, as you cannot repeat costume pieces, the chance per card are now 6/200, not 6/205.
The Coupon Collector's Problem is simply not set up to deal with changes in probability like that. Further, the changes aren't even predicable, you might get two costume pieces in a pack, or you might get none. That makes for a much much more complicated probability issue than the Coupon Collector's Problem.
Lastly, lets assume the system is set up to be exactly like the Coupon Collector's Problem. We'll eliminate any deviations from it in the random system. We'll say that each pack only gives 1 card, and there are only 6 cards to get, each one is an enhancement from the set you want, and it is possible to duplicate a card each time.
That is exactly the n=6 Coupon Collector's Problem.
Now, with this set-up, you buy 6 packs and you get 4 unique enhancements and 2 duplicates.
"Oh no!" you think "Now I have to buy more packs, even though chances are they are just going to duplicate what I already have. Damn you Coupon Collector's Problem!!!" *shakes fist*
"Wait!" you have an idea "I'll just sell the extra ones on the market and use the profits to buy the two I don't have from the said same auction house." and you walk away happy with your full set with no loss other than a bit of time and 10% of the inf price.
So, even with the random system set-up exactly like the Coupon Collector's Problem, it still doesn't fit, as the Coupon Collector's Problem assume duplicates are worthless, whereas, with the super-packs, duplicates can be perfectly worthwhile, even if you don't personally want them.
And yes, the problem does care if you want duplicates. The probability space you use to derive your consideration of the problem has to take into account what is desired and what is not. Otherwise it isn't an accurate representation of the problem as it stands.
If the duplicates of a pack have value, then the packs themselves have greater value than if duplicates were worthless. Any probability analysis has to take that into account. -
Quote:Defintions, and using them precisely, are the most important thing there is in maths. If you fail to do that, you are failing to do maths.No, it is a semantics issue, not a math issue. It shows that you are superficially looking at the definition and not what is actually happening.
If you fudge a defintion, then you are doing a completely different problem. As you said, the game runs something similar to the set-up of the Coupon Collector's Problem but then fudges it. At the point it stops being the Coupon Collector's Problem and becomes something else
Not that it matters, because even if it didn't fudge it, it still wouldn't end up as the Coupon Collector's Problem. Or are you telling me you would never want more than one copy of an AT set?
As I said, you could consider it as a generalisation of the Coupon Collector's Problem, but that would not make it the Coupon Collector's Problem itself. Nor would it be a helpful statement to make unless you actually worked out the maths itself and found that the generalisation would have similar properties to the specific statement (and it wouldn't).
Maths is, and always will be, about being precise. Not just "kinda" precise, exactly precise. -
Quote:It does apply.
I could theoreticly, get multple inspirations, multiple enhancements, multiple bonouses of the exp/prestige or windfall variety, these would come instead of the costume pieces I want, and can come multiple times instead of said pieces.Quote:Actually the "Coupon Collector's Problem" has always existed with the costumes in the pack, because you are never assured that you will get a costume piece every time much less multiple costumes. Even when asked on UStream, Black Scorpion could say how many packs a player would have to buy until they collected a complete set. However the "Coupon Collector's Problem" was (and actually still is) far worse with the ATOs and Catalysts in the packs. The announcement has just said that there will be a release valve with Reward and Astral Merits.
Read the Wikipedia page which was given by the very person who made the original claim.
"It asks the following question: Suppose that there are n coupons, from which coupons are being collected with replacement. What is the probability that more than t sample trials are needed to collect all n coupons? An alternative statement is: Given n coupons, how many coupons do you expect you need to draw with replacement before having drawn each coupon at least once"
The packs do not fit that definition. They simply don't. For the two reasons I've already given twice. Not to mention other reasons I didn't bother to bring up.
This is a precise mathematical issue, you can't "almost" fit the Coupon Collector's Problem. Either it does, or it doesn't, and this doesn't. Even a slight deviation from the originial changes all the formulas, and this deviates more than slightly.
I can be argued that this is a generalisation of the Coupon Collector's Problem, but that doesn't mean anything, as the generalised result will be very different to the specific. -
Quote:No it hasn't. It has never applied.Yes, it has, going back to the original announcement at the 'Pummit.' Since the player uproar, some things changed.
As I said:
"The "Coupon Collector's Problem" only applies when you can potentially collect the same piece twice, and further, that every piece is desired precisely once.
"Neither of those things are true of the super packs.
a) Costume pieces can never be repeated, if you get one, you will never get it again.
b) Other items in the packs may be desired more than once, or not at all."
Both of those facts were known at the original announcement, and they are still known now.
The "Coupon Collector's Problem" didn't apply then, and it still doesn't apply now, for precisely those two reasons, which were just as true then as they are now.
If you're going to respond to this post, please try and actually address those two points, rather than just going "Nuh uh, it did apply, it DID!" -
Quote:What?You're quoting to what was revealed and what was changed *after* we complained. The original complaint and original maths involved was valid which is what RavenSoul was mocking as hysterical ado about nothing.
Since the original announcement and changes have been made, most of us have withdrawn our fierce opposition to it.
Reading comprehension is as important as math skills.
The "Coupon Collector's Problem" has never applied to this issue, nor has the value of $75. Yet that is precisely what you said a couple of post ago.
My point is exactly the same with the old information as it is with the new.
Er... yeah, that's precisely what I was saying. -
Quote:Are yours?Yeah, one. Is condescension inversely proportional to math skills?
The "Coupon Collector's Problem" only applies when you can potentially collect the same piece twice, and further, that every piece is desired precisely once.
Neither of those things are true of the super packs.
a) Costume pieces can never be repeated, if you get one, you will never get it again.
b) Other items in the packs may be desired more than once, or not at all.
This is a completely different issue to the "Coupon Collector's Problem" so I really don't understand why you brought it up.
Quote:Then... It would take at least about $75 to get the set.
The least is would take is $4. 20 costume pieces, 5 cards per pack, $1 per pack.
$1 * 20/5 = $4
I suspect what you mean is that the mean cost of collecting all the pieces would be $75. But that's completely unknowable without knowing the probabilities of each individual piece of the set. So even if you were claiming that, it would still be completely unfounded. -
Quote:Why exactly?If anything, female characters should have more options than men. I say this because they should be able to wear dresses/ skirts and pants, bustiers/ corsets or jackets, etc.
Is female characters should have access to every type of option, why shouldn't male characters?
Is it wrong that someone can see a cool gunslinger costume on a male character, want it for their female gunslinger but find out they're stuck with a striped corset?
Yes, it is, horribly so.
But, by the exact same token, if someone sees a striped corset on a female character and wants it on their male hero, but finds out they're stuck with all the "cool" pieces that don't fit the concept, that's sexist too.
There's absolutely no reason any costume piece should be exclusive to either gender. -
Yeah, that's just an advert for an offer you can take advantage of. Where if you buy 6 or 12 months of time, you get an extra 1 or 2 months on top, and the offer is open from 28th Nov to 31st Dec.
You're not getting the next 4 days for free. -
Well, I don't know enough to dispute that, so I'll assume it's true.
That still means we get subscriptions 73p cheaper and points 48p more expensive.
Seems like a net gain to me. -
Quote:Oh please, you have no evidence of that. I find if far far more likely that the majority of people either don't care at all, or would like to take advantage of buying a bit of extra power. Especially when you can't buy any more power than can be earnt in game.Well, no matter how "enlightened" you consider this position, you're in a small minority of people who think it's perfectly okay to buy "I win!" functionality.
Quote:I'm merely pointing out that no matter how much you think it's okay to pay to "win" the game is okay, you're wrong. -
Quote:Yes, that's what I've been saying.So is this purely a case of "well we cannot change the rate of which we charge subscribers in terms of Sub fee, but instead we will over charge them for points?"
Except that $15 is current £9.72. Add 20% VAT and you get £11.66, not £10.20.
So it's a case of "we cannot change the rate of which we charge subscribers in terms of Sub fee, but instead we will over charge them for points?", apart from the fact they're still under charging us for points, just not as much as they're under charging us for subs. -
Quote:You're completely missing my point.Well, at the moment its $15 = £9.70, and although the trend is for it to go *up*, for it to reach its *current* price it would have to go up to its highest point in 2 years (24th/27th January 2009 according to historical data from XE.com).
So unfortunately that argument doesnt hold water...
*edit* to clarify, if the cost was set in the past... then it should have been cheaper than what EU players are currently playing... the currency conversion (for UK players at least) has only gotten worse in the past few months.
The reason subs are £9 while points are £10.20 isn't because the points are prices higher than they'd like, but because the subs are priced lower than they'd like.
Subs were priced when exchange rates were much better, so they got priced at £8.99, if they were pricing subs today, then they'd be priced at £10.20, just like points are.
The difference is because we're getting a better deal on subs than we "should", not because we're being charged more for points than we "should".
As for why points are cost more here than in the USA? You said it yourself: Sales tax. -
It's because exchange rates changed between when EU subscriptions were introduced and PP were introduced.
It used to be that £9 was about $15, now £9 is less than $14. So people paying in pounds get a better deal on subscriptions, but a worse deal on points. -
Quote:Obviously you can twist anything that they might sell on the market so that's it's bad for the game. "Oh no, not self rez powers! Now people won't have to care about dying and so will cause team wipes, it's harming the game!" "Oh no, not team inspirations! Now people can overpower their teams with them, making content too easy and causing people to get bored and quit, IT'S HARMING THE GAME!!!"Right and people not running tips or SSA or TFs for merits because they can buy a full set end game bling all at once is not problem. Kind of like how no one is doing respecs because everyone has them
If you think selling a few IOs is anywhere near as bad as selling levels 1-50, then you need to get a sense of perspective.
Quote:So you're saying if the over abundance of inf was not a problem in this game, you'll be fine with devs selling inf?
Quote:Over abundance of IOs isn't problem now? It should be more of a problem because there's no BM commission on IOs or other IO sinks, which means they're literally no way for a IO to disappear after it is looted.
Quote:If you can 'pay to win' you undermine hundreds of past player's efforts who actually invested time and energy in getting what you're getting right now, just because you slipped some $$ in the dev's direction. It's harmful the same way everyone can be Jedi was harmful to Starwars Galaxy, checkout how that game's doing.
This is not a problem here, as the same power can be reached with IOs earned in game, so there's no way of knowing if another player's bought their power, or earnt it. Unless they say outright.
Further, teams are chaotic enough that it's hard to tell who's the most effective. A player will stupid levels of IO slotting just keeps their team alive when they would have otherwise died. But it's rarely clear that it was down to that player. -
Quote:No, because that would reduce the number of people who were levelling, which in turn would reduce the number of lower level teams which would ultimately harm the game.Are you srsly saying you'll be fine if devs offered 1-50 for 400 points
Quote:or 2bil inf for 400 points?
What I would be fine with is if the devs added sets of enhancements, which I could sell on the market, that had the approximate current value of 2 billion inf.
So I could buy my 2 billion, but no extra currency would be added to the game. The only thing that would be added was a few extra "loots".
The term "pay to win" gets used so much it is essentually meaningless. So what if I can pay to win? The question isn't "Does that guy get to win more than me?" but "Does selling it for real money harm the game in a significant way?" -
From what I've heard, I deduce they're using "Black Friday" as an excuse to try out new prices on items that weren't selling and if they sell well with the cheap prices, they'll keep the prices low.