Drills and resource slots
Moderators: Players Department, Public Relations Department
- Chris Johnson
- Posts: 2903
- Joined: Wed Dec 01, 2004 3:26 pm
- Location: East Sussex, United Kingdom
- Contact:
- glitterdown
- Posts: 91
- Joined: Mon Jul 21, 2003 10:32 pm
- Location: Detroit, MI
Impossible or not, I'm fairly certain it's happening or I wouldn't have mentioned it. If you've examined the code, and it's impossible, then I'll have to be more observant the next time it happens. and maybe post it to flyspray.
Are you actually saying that in one day (or more precisely at the tick when decay is determined), it is possible that exactly 1/4 of a food resource left on the ground will rot? Because that's what would have to be happening (16kgs fall to the ground, and 12kgs are there to be retrieved without another action happening in the town between the two events) if it's not a bug with the way production is determined.
Are you actually saying that in one day (or more precisely at the tick when decay is determined), it is possible that exactly 1/4 of a food resource left on the ground will rot? Because that's what would have to be happening (16kgs fall to the ground, and 12kgs are there to be retrieved without another action happening in the town between the two events) if it's not a bug with the way production is determined.
- Nick
- Posts: 3606
- Joined: Tue Jul 15, 2003 8:27 pm
- Location: Halifax, Canada
- Nick
- Posts: 3606
- Joined: Tue Jul 15, 2003 8:27 pm
- Location: Halifax, Canada
ornithopter wrote:Well, you could set the project for a portion of the amount you want and have it repeat. Unless you're especially unlucky (or lucky!), that should keep you a lot closer to the amount you were aiming for.
Are you sure about that? The lowest you can still get would be -20, and the highest would be +20.
I don't think you're really changing the odds.
- Chris Johnson
- Posts: 2903
- Joined: Wed Dec 01, 2004 3:26 pm
- Location: East Sussex, United Kingdom
- Contact:
- Maelstrom
- Posts: 427
- Joined: Tue Oct 18, 2005 1:51 am
Nick wrote:ornithopter wrote:Well, you could set the project for a portion of the amount you want and have it repeat. Unless you're especially unlucky (or lucky!), that should keep you a lot closer to the amount you were aiming for.
Are you sure about that? The lowest you can still get would be -20, and the highest would be +20.
I don't think you're really changing the odds.
He's right. It's a matter of probability and normal distributions.
http://en.wikipedia.org/wiki/Normal_distribution
Call it a project for 1000 foo. When you're done, you get anywhere between 800 to 1200 foo, and there's no distribution because it's a single occurence. Make that a project for 50 foo 20 times, and you're going to get very close to 1000 foo in the end, because each event has a random component. Some will be high, some low, but they should tend to balance out. If you could slice the project infinitely small and into an infinite number of repeats, you would get exactly 1000 foo.
Everything I've written assumes the code treats each 'harvest' as a random event, applying the 20% mod to each repeat separately. Of course, if it's not coded the way I expect it is, I could be taking out of my rear, here.
- wichita
- Administrator Emeritus
- Posts: 4427
- Joined: Mon Jan 17, 2005 6:46 pm
- Location: Suomessa!
-
Just A Bill
- Posts: 332
- Joined: Sun Dec 05, 2004 2:31 pm
- Location: Southern MD USA
I suspect your loosing a bit of productivity each time a project goes to a repeat or ends, so in the long run you will work better on large projects.
My hunch is that each hour some percentage of the work is completed on the project. This is based on skill, tiredness, damage ect. When the project amount of work done meets or EXCEEDS 100% (the total work required) the project completes that itteration ends and the next hour you begin the next repeat if there is one. So the amount of work that you do in excess of 100% of the project requirements is wasted.
In a worst case scenerio, you set a small project that you think will repeat every hour, say gathering 25g of a resource that is gathered at a rate of 200/day. You would expect if you were average in every way that this would generate 25g per hour. If however you are a bit tired or not quite average in skill you might complete 99% of the work in the first hour, the second hour the repeat completes and you get 25g+-20%. Now this would happen for every repeat on the project, almost halving your productivity.
Best case, is that you exactly finish your project at the end of an hour, so loosing none of your productivity. Since knowing exactly how much you can produce in an hour is difficult when factoring skill/damage/tiredness on average I suspect you will loose a half an hour work for each repeat of the project.
So while your results will tend to be more consistent with many repeats (law of large numbers, see previous posts), I would expect them to average less than a single large project as you only waste time once, versus loosing time on every repeat.
Please note, this post is based on assumptions on my part of how the code works without having seen it. Someone from ProgD should be able to verify/refute this.
My hunch is that each hour some percentage of the work is completed on the project. This is based on skill, tiredness, damage ect. When the project amount of work done meets or EXCEEDS 100% (the total work required) the project completes that itteration ends and the next hour you begin the next repeat if there is one. So the amount of work that you do in excess of 100% of the project requirements is wasted.
In a worst case scenerio, you set a small project that you think will repeat every hour, say gathering 25g of a resource that is gathered at a rate of 200/day. You would expect if you were average in every way that this would generate 25g per hour. If however you are a bit tired or not quite average in skill you might complete 99% of the work in the first hour, the second hour the repeat completes and you get 25g+-20%. Now this would happen for every repeat on the project, almost halving your productivity.
Best case, is that you exactly finish your project at the end of an hour, so loosing none of your productivity. Since knowing exactly how much you can produce in an hour is difficult when factoring skill/damage/tiredness on average I suspect you will loose a half an hour work for each repeat of the project.
So while your results will tend to be more consistent with many repeats (law of large numbers, see previous posts), I would expect them to average less than a single large project as you only waste time once, versus loosing time on every repeat.
Please note, this post is based on assumptions on my part of how the code works without having seen it. Someone from ProgD should be able to verify/refute this.
- Sho
- Posts: 1732
- Joined: Fri Dec 26, 2003 4:05 am
In general large projects waste less work for the reason Just A Bill pointed out.
On the other hand, an active player can derive an advantage (unfair and somewhat of an exploit, I suppose) by running small 99-repeat projects, seeing how much the first repeat yields, and dropping the project (and starting another like it) if it has a bad random deviation. The advantage can be as high as 20 percent, though realistically 10 or 15 percent is good. In any case, if done right it more than compensates for the inefficiency.
On the other hand, an active player can derive an advantage (unfair and somewhat of an exploit, I suppose) by running small 99-repeat projects, seeing how much the first repeat yields, and dropping the project (and starting another like it) if it has a bad random deviation. The advantage can be as high as 20 percent, though realistically 10 or 15 percent is good. In any case, if done right it more than compensates for the inefficiency.
- wichita
- Administrator Emeritus
- Posts: 4427
- Joined: Mon Jan 17, 2005 6:46 pm
- Location: Suomessa!
- Nixit
- Posts: 2307
- Joined: Sun Nov 07, 2004 8:06 pm
- Location: Your imagination...
- Sho
- Posts: 1732
- Joined: Fri Dec 26, 2003 4:05 am
- Shaderon
- Posts: 267
- Joined: Wed Sep 21, 2005 5:53 am
- Location: England (The rain center of the universe or so it seems)
- Doug R.
- Posts: 14857
- Joined: Wed Mar 23, 2005 6:56 pm
- Contact:
- Sho
- Posts: 1732
- Joined: Fri Dec 26, 2003 4:05 am
Return to “General Discussion”
Who is online
Users browsing this forum: No registered users and 1 guest

