#1 Added by Forgotenland 9 years ago Report | Quote
Edited 2 times | Last edited by Forgotenland (9 years ago)
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#2 Added by Bitttymacod 9 years ago Report | Quote
#3 Added by Forgotenland 9 years ago Report | Quote
weather granularity must be modified by something in the code because I have seen exe mats that are bi-weathered, mats that have cutoffs that are not on the boundaries of the best/good/poor/worst, etc. There is a preponderance of weather change on the 1/6 1/3 .... changes in the weather number, but that is not universal.
There is also a definite and substantial random factor on the impact of any action on the stability and life of a particular source. If you included that, I'm sure I didn't recognize it.
The most important thing to a harvester (at least to me and various I know) is how does the location where you stand affect popping of nodes in various combinations of angle and range, and that isn't addressed by your extraction of knowledge at all.
#4 Added by Mjollren 9 years ago Report | Quote
#5 Added by Forgotenland 9 years ago Report | Quote
#6 Added by Karu 9 years ago Report | Quote
Apparently there are two types of "bad" and "good" weather
#7 Added by Bitttymacod 9 years ago Report | Quote
I do note that the actual impact of any action to D or E can be anywhere (uniformly drawn) from 0x to 2x.
#8 Added by Forgotenland 9 years ago Report | Quote
there is also an interaction between D (source life) and E (stability) ((and the number of mats and time remaining- but that seems to be a second order effect))For instance in mode 3, the more that stability is greater than life (E>D) the more effect there is (on average) on life vs stability. In mode 5, as long as E>D both E and D tend to be affected together. Once E < D E is effected much more by each action.
#9 Added by Bitttymacod 9 years ago Report | Quote
#10 Added by Gidget 5 years ago Report | Quote
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