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Onigiri's Sustainability - An Analysis of Playerbase Decline

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Re: Onigiri's Sustainability - An Analysis of Playerbase Dec

Postby Ryxa » 16 Oct 2014, 21:11

Lynneth wrote:
SupremeTentacle wrote:Waiting just a bit to confirm the effect of Satan weapons on NA version balance. (It should help a little).


Have you finished confirming the effect of Satan Weapons on NA version? Need the data whether the Satan Weapon is worth to grind to besides the natural Ougis inside it.


It takes an average of about an hour per satan weapon... which then IDs from 8 weapon types. Don't expect anything within the next week.
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Re: Onigiri's Sustainability - An Analysis of Playerbase Dec

Postby SupremeTentacle » 16 Oct 2014, 22:52

Here's some basic math (All averages).

Base time to get one "Satan ???": 1 hour
To get one of the weapon types you use: 8 * 1 = 8 hours
Time to get a single +20 (Due to smelting success rate): (8 * 2)/(0.9) - 17.8 hours.
Time to get 4 + 20: 17.8 * 2 = 35.6 hours ---> At this point, you have a 106 Satan
Time to get 3 106 Satans: 35.6 * 3 = 106.8 hours ---> 108 Satan Get
Time to get +100, assuming everything passes: 106.8*10 = 1000+ hours, assuming everything passes.
Selling all of my gear for ~40% of its market value!
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Re: Onigiri's Sustainability - An Analysis of Playerbase Dec

Postby Lynneth » 17 Oct 2014, 02:27

SupremeTentacle wrote:Here's some basic math (All averages).

Base time to get one "Satan ???": 1 hour
To get one of the weapon types you use: 8 * 1 = 8 hours
Time to get a single +20 (Due to smelting success rate): (8 * 2)/(0.9) - 17.8 hours.
Time to get 4 + 20: 17.8 * 2 = 35.6 hours ---> At this point, you have a 106 Satan
Time to get 3 106 Satans: 35.6 * 3 = 106.8 hours ---> 108 Satan Get
Time to get +100, assuming everything passes: 106.8*10 = 1000+ hours, assuming everything passes.


That takes quite lots of time :o.. Is there anyway to speed it up? Or perhaps using some infos from JP wiki?

If I take your calculation by heart it means : 106.8 *10 = 1068 hours = 44.5 days = 1.48333 month
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Re: Onigiri's Sustainability - An Analysis of Playerbase Dec

Postby Ryxa » 17 Oct 2014, 04:12

Lynneth wrote:
SupremeTentacle wrote:Here's some basic math (All averages).

Base time to get one "Satan ???": 1 hour
To get one of the weapon types you use: 8 * 1 = 8 hours
Time to get a single +20 (Due to smelting success rate): (8 * 2)/(0.9) - 17.8 hours.
Time to get 4 + 20: 17.8 * 2 = 35.6 hours ---> At this point, you have a 106 Satan
Time to get 3 106 Satans: 35.6 * 3 = 106.8 hours ---> 108 Satan Get
Time to get +100, assuming everything passes: 106.8*10 = 1000+ hours, assuming everything passes.


That takes quite lots of time :o.. Is there anyway to speed it up? Or perhaps using some infos from JP wiki?

If I take your calculation by heart it means : 106.8 *10 = 1068 hours = 44.5 days = 1.48333 month


Use an artisan on the final step = save 100 hours.
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Re: Onigiri's Sustainability - An Analysis of Playerbase Dec

Postby Firon » 17 Oct 2014, 04:57

SupremeTentacle wrote:Here's some basic math (All averages).

Base time to get one "Satan ???": 1 hour
To get one of the weapon types you use: 8 * 1 = 8 hours
Time to get a single +20 (Due to smelting success rate): (8 * 2)/(0.9) - 17.8 hours.
Time to get 4 + 20: 17.8 * 2 = 35.6 hours ---> At this point, you have a 106 Satan
Time to get 3 106 Satans: 35.6 * 3 = 106.8 hours ---> 108 Satan Get
Time to get +100, assuming everything passes: 106.8*10 = 1000+ hours, assuming everything passes.


That's a long time. Does it have to be Satan weps? All weps have a lvl 105 red that I think could be used for comparison and could save a lot of time.
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Re: Onigiri's Sustainability - An Analysis of Playerbase Dec

Postby SupremeTentacle » 18 Oct 2014, 02:05

Lynneth wrote:
SupremeTentacle wrote:Here's some basic math (All averages).

Base time to get one "Satan ???": 1 hour
To get one of the weapon types you use: 8 * 1 = 8 hours
Time to get a single +20 (Due to smelting success rate): (8 * 2)/(0.9) - 17.8 hours.
Time to get 4 + 20: 17.8 * 2 = 35.6 hours ---> At this point, you have a 106 Satan
Time to get 3 106 Satans: 35.6 * 3 = 106.8 hours ---> 108 Satan Get
Time to get +100, assuming everything passes: 106.8*10 = 1000+ hours, assuming everything passes.


That takes quite lots of time :o.. Is there anyway to speed it up? Or perhaps using some infos from JP wiki?

If I take your calculation by heart it means : 106.8 *10 = 1068 hours = 44.5 days = 1.48333 month


This was based on the drop rate experienced by several people on normal mode. Although we took an average over a relatively period of time, we cannot guarantee that it is not skewed at the moment. Hence, it is highly likely that the base numbers could change. Though, that could be for better or for worse.

I'd assume that, as players get stronger, it will take less and less time anyways, because the boss could be killed faster.

Furthermore, as Ryxa stated, using artisans is a great way to save time.

@ Firon

Satan weapons are significantly stronger than 105 reds in the general case.
Selling all of my gear for ~40% of its market value!
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Some skill card 7's, ougi, orna'd maga and other stuff too!
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Re: Onigiri's Sustainability - An Analysis of Playerbase Dec

Postby Firon » 18 Oct 2014, 04:24

SupremeTentacle wrote:Satan weapons are significantly stronger than 105 reds in the general case.


Nvm, I had assumed you were only comparing different weapon classes from a standard level -.-"
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Re: Onigiri's Sustainability - An Analysis of Playerbase Dec

Postby SupremeTentacle » 28 Oct 2014, 02:08

-Bump-

We've collected quite a bit of data over the past few days with regards to Satan shtuffs.

We're now working on the document again, and should be done by this time next week. (Probably won't finish this week, but on top of having midterms, I'm lazy.)
Selling all of my gear for ~40% of its market value!
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Some skill card 7's, ougi, orna'd maga and other stuff too!
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Re: Onigiri's Sustainability - An Analysis of Playerbase Dec

Postby RavUiai » 29 Oct 2014, 06:16

Leobreaker322 wrote:so heres my idea I wanna put forward:

NPC fighting ability fix


You all know about the 8 partners you love. Despite their other abilities off-dungeon which help us, their fighting abilities disappoint me. Nothing unique or interesting about them in dungeons when they fight. In spite of Susanoo's passive ability which improves defense of your partners, doesn't help much. and you feel like forming party with friends as better option for exploring new areas and dungeons. So. improve the partners AI system. Make them smarter, when fighting, skill usage and ougi usage(RNG based). Dodge/block as their ability too. And other powers for them which make them stand out in the crowd and makes them unique and fun to use when you sumon them in fights :)

I can describe what powers to add in their fighting abilities for each partner in my next post. First need feedback about my idea here^ :)


Momo is useful tho, for me I just shoot 1 Arrow and I can just sit and enjoy Mob vs Momo :D
But their AI is only activated, whenever you're in combat, with that specific mob. Which that kinda is understandable but, if only you could toggle between that, for example; whenever you're in a dungeon you toggle it on so your Partner goes on that side of the room ,while you're cleaning other one side.
Since it would be pointless in outer world, like for example; you would be AFK and your Partner would be possibly KS'ing, while AFK. That would cause some misunderstanding, or just killing randomly or when the player comes back, and it lags for some people due to amount of items on the ground.
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Re: Onigiri's Sustainability - An Analysis of Playerbase Dec

Postby SupremeTentacle » 29 Oct 2014, 08:07

My opinion is that partners are utterly useless later in the game, besides as meatshields for projectiles.

The biggest reason is that controlling them is obnoxious, and you acutally have to attack something for them to attack it...

The second reason is that they do no damage.

And the third reason is that you get leech exp if they get a kill.
Selling all of my gear for ~40% of its market value!
~4 lv. 108 to 115 weapons remaining
Some skill card 7's, ougi, orna'd maga and other stuff too!
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