[Question Thread] Quick Question => Short answer

  • should be lower. i think it was the change in the last patch of 7.9 that we didn't get it and it was bundled together with 8.0.

    great thank you was praying it was lower it costs so much to use brokers.

    shugo must make money to eat ,akakaak :D
    now serious , it was about time to lower the fee ...

  • U resetted the connection to GameforgeLive application for this 8.0 update.

    Why didnt U post here about that?


    Yes, i use old application named Gameforge Live

    Yes, i use an old installation paths - for example: X:\GameforgeLive\POL_pol\Aion

    because it works the best.


    If U reset it, please post it because now i feel like i am annoyed by You. I reinstalled that GfLive from 2019 yer and started be alive again.


    PS:

    This Ur new "Gameforge Client" does not show and does not see my installed Aion in my computer = I UNINSTALLED IT as fast as i found out, that AION DOES NOT EXIST HERE.


    Galeas - please, to the Gameforge Team

    Yes- i am really anger and have got mad now about it ... all 45 minutes only for searching a bug, because of Ur reset ...

    Edited once, last by robi1102 ().

  • you could point the aion client for new path.. works fine.. no need reinstall aion.

  • I reinstalled my old gameforge live to fix the bugged connection. And this app came back to the world :)


    After i catched it, that gflive does not works, i installed this gameforge client, but i didnt see aion in list and also this app didnt see installed Aion - so i deleted it instantly.




    ONLINE. LETS GO XD

    reinstall dps'es also bc another bug

  • Anyone knows how to get the Reagent to combine the fragments from the weekly "Packaged Legendary Transformation Contract Fragment" that is sold at shugo vending machine from 8.0?


    Galeas

    Legend of the Kaisinel Temple

  • Anyone knows how to get the Reagent to combine the fragments from the weekly "Packaged Legendary Transformation Contract Fragment" that is sold at shugo vending machine from 8.0?

    whQ2Qip.png

  • Regarding today's special maintenance: how GF knows that stigma event isn't working as intended? In such a short time? Did anyone have 100% success or something similar?

  • Ok, but how do you know it was not just a very unlucky streak for all of them? How do you decide how many fails are let's call it "out of probability range"?

  • Ok, but how do you know it was not just a very unlucky streak for all of them? How do you decide how many fails are let's call it "out of probability range"?

    if everyone fail, then yes, there is a problem. 'cause it's not on a single person, but on everyone one.

  • The point of my question wasn't the technical way how GF obtains the data, but how does GF interpret collected data: let's say that each of 10 people fails 10 times trying to upgrade +9 stigma. Of course this doesn't mean the event doesn't work, they might all just encounter their unlucky streak. We are talking about probability here, there is a certain chance to fail 100 times in a row or succeed 200 times on a row, there is (probably) also a chance that 100 people will fail 10 times in a row, unless it is programmed in some other way


    I understand that computer probability must be programmed one way or another and I think there are probably some checks to make sure that set chance of success (30%) actually realizes itself in a preprogrammed number of tries.


    So, I wonder how many people and how many times must enchantments fail to consider the event bugged. I am just curious if we are talking about several tens, several hundreds or maybe several thousands or even more tries on each/all servers together to pronounce an event bugged.

  • The point of my question wasn't the technical way how GF obtains the data, but how does GF interpret collected data: let's say that each of 10 people fails 10 times trying to upgrade +9 stigma. Of course this doesn't mean the event doesn't work, they might all just encounter their unlucky streak. We are talking about probability here, there is a certain chance to fail 100 times in a row or succeed 200 times on a row, there is (probably) also a chance that 100 people will fail 10 times in a row, unless it is programmed in some other way


    I understand that computer probability must be programmed one way or another and I think there are probably some checks to make sure that set chance of success (30%) actually realizes itself in a preprogrammed number of tries.


    So, I wonder how many people and how many times must enchantments fail to consider the event bugged. I am just curious if we are talking about several tens, several hundreds or maybe several thousands or even more tries on each/all servers together to pronounce an event bugged.

    within this time period 12:40 - 1:35


    U HAD 100% FAILURE EVERY ENCHANTMENT ATTEMPT SINCE +9. 100% - that's why decision was made as it is now or, was also other way - rollback servers. They found the way, without proceeding rollback, so it was and it is much more comfy than any rollback.

  • Ty robi1102, but I understood that the first time already. But that still doesn't answer my question. 100% fails can be 10 fails, 100 fails or "n" fails.

  • Ty robi1102, but I understood that the first time already. But that still doesn't answer my question. 100% fails can be 10 fails, 100 fails or "n" fails.

    I believe it would be done via all players not just one or a few players, there would be no way in hell all players could fail 100%

  • Ty robi1102, but I understood that the first time already. But that still doesn't answer my question. 100% fails can be 10 fails, 100 fails or "n" fails.

    I guess only someone who works at gameforge could know how exactly they handle it.

    Out of possible and reasonable guesses:

    When they got reason to think it is broken (be it based on players feedback or anything else)

    - They can check the rate for that as it literally in the game code (on the server side)

    - NCS provided also some additional methods for testing purposes - like an script which enchants something 2147483647 times and returns avarage rates based on it (not the most optimal but would take like 15 minutes of an underpaid intern to do)


    Nothing they couldn't do in advance, but oh well