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8 years ago
"Ender22;c-1333105" wrote:"Neo2551;c-1333040" wrote:
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):
# Let's say you get a shard if the sample gives a 1
compute_shard_rewards <- function(sim, p) {
rewards <- rep(0, sim)
if (sim == 3) {
rewards <- c(1, rbinom(2, 2/3*p)) # make sure you have 1 shard but scale down the odds to not make it too obvious
return(sum(rewards))
}
return(sum(rbinom(sim, 19/20*p))) # max number of sim is 20 so
}
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.
She did mention that she believed the only way this was possible was if it was hard coded in. Which is exactly what you’re suggesting with that code
If you don’t want to hard code it I can come up with another hierarchical model still biased around the inverse of the drop rate.
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