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Crimson Balrog schedule? - Printable Version

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Crimson Balrog schedule? - SaptaZapta - 2009-11-03

If I just met them on channel 12 on the Orbis->Ellinia boat, can I know what channel they will be on next (in either direction)? Or is it completely random?


Crimson Balrog schedule? - SlayerZach - 2009-11-03

Random.


Crimson Balrog schedule? - Kalovale - 2009-11-03

20% chance of meeting them, whether you cc, take the ride backward, or log off and take the same ride again.


Crimson Balrog schedule? - Kortestanov - 2009-11-03

Just like all the other random things in game we could have probably predicted it if we knew the exact time on Nexon's servers at any point.


Crimson Balrog schedule? - Kalovale - 2009-11-03

Kortestanov Wrote:Just like all the other random things in game we could have probably predicted it if we knew the exact time on Nexon's servers at any point.

:f6:

Is it what I'm inferring it as? All random events including scrolling probability and what-not?


Crimson Balrog schedule? - Kortestanov - 2009-11-03

Kalovale Wrote::f6:

Is it what I'm inferring it as? All random events including scrolling probability and what-not?

We know how Nexon does random. I'm pretty sure there was a discussion about that in some guide about scrolling and math. The only thing blocking us from predicting drops, scrolls, gachapon and whatnot is that we can't know what EXACTLY (in milliseconds) will the time be in Nexon's servers when the packet reaches it.


Crimson Balrog schedule? - MissingLink - 2009-11-03

Kortestanov Wrote:We know how Nexon does random. I'm pretty sure there was a discussion about that in some guide about scrolling and math. The only thing blocking us from predicting drops, scrolls, gachapon and whatnot is that we can't know what EXACTLY (in milliseconds) will the time be in Nexon's servers when the packet reaches it.

What? You think scrolling success/fail decision is based directly on server millisecond count? That would be rather pathetic if true. People with really fast internet, fast fingers, an on-screen clock and a few dummy scrolls.......
Well there are an improbable number of +7 and +9 equips around, so who knows.


Crimson Balrog schedule? - Kalovale - 2009-11-03

MissingLink Wrote:What? You think scrolling success/fail decision is based directly on server millisecond count? That would be rather pathetic if true. People with really fast internet, fast fingers, an on-screen clock and a few dummy scrolls.......
Well there are an improbable number of +7 and +9 equips around, so who knows.

None of those matters when we're talking about milliseconds.


Crimson Balrog schedule? - Kortestanov - 2009-11-03

Kalovale Wrote:None of those matters when we're talking about milliseconds.

Yep. Only the transmission of the "use scroll" packet would probably take more than 10 milliseconds even if you have a 100GB internet and you live next door to nexon's servers.


Crimson Balrog schedule? - MissingLink - 2009-11-03

Kalovale Wrote:None of those matters when we're talking about milliseconds.

Well I guess I didn't understand the post. I thought he meant something like:

If (milliseconds < 600) then 60%scroll_pass else 60%scroll_fail

Someone with stable internet could easily abuse that.

If however, the millisecond count is used as the entry into some semi-randomized lookup table, then that could be as good as actually using a random number generator function, and a lot quicker.


Crimson Balrog schedule? - Kalovale - 2009-11-03

So chances are still chances, but I prefer to look at it in a scientific way. oO


Crimson Balrog schedule? - Kortestanov - 2009-11-03

MissingLink Wrote:Well I guess I didn't understand the post. I thought he meant something like:

If (milliseconds < 600) then 60%scroll_pass else 60%scroll_fail

Someone with stable internet could easily abuse that.

If however, the millisecond count is used as the entry into some semi-randomized lookup table, then that could be as good as actually using a random number generator function, and a lot quicker.

According to LaziBui in the scroll math thread, the random function is seeded once when the game starts and than randoms are occurring every x time (although I'm not really sure if it still works like that, but it's possible to check it as the BMS server source was leaked)