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8 years ago
Although I respect her theory and I even support it, having a coding hack for simming is not that hard: the server receives a request for a number of trials, nothing prevent the servers to have different distribution of rewards for number received.
In a more technical terms, nothing prevents devs to create conditional distribution given the number of sims and make sure that the join distribution still has an overall drop rate of 1/3 by punishing even numbers of sims.
I agree it would totally silly and unprofessional to do it, but this is not impossible, differential pricing exists after all.
And if you really want a code snippet (in R as I assume she uses it):
I did not tune it to have expected value of one third, but I guess you can do with a bit more of time :-)
I still say this is complete non sense and my guess devs just draw from multiple random independent coin flip.
reworked algorithm to take out the hard coded equality.
In a more technical terms, nothing prevents devs to create conditional distribution given the number of sims and make sure that the join distribution still has an overall drop rate of 1/3 by punishing even numbers of sims.
I agree it would totally silly and unprofessional to do it, but this is not impossible, differential pricing exists after all.
And if you really want a code snippet (in R as I assume she uses it):
# Let's say you get a shard if the sample gives a 1
# assume p < 0.5
compute_shard_rewards <- function(sim, p) {
m <- sim*p + min(1, 0.1/abs(sim - 1/p+1e-8))
s <- sim*p*(1-p)
return(max(0, min(sim, floor(rnorm(sim, m, s))))
}
I did not tune it to have expected value of one third, but I guess you can do with a bit more of time :-)
I still say this is complete non sense and my guess devs just draw from multiple random independent coin flip.
reworked algorithm to take out the hard coded equality.
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