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View Full Version : Questions on WWNData Addon - Logistics related.


squigipapa
14-05-2005, 09:15 PM
Hello All.

I've been reading around the wwndata beta site, checking out the items, quests, just information in general. So Obviously it's still in it's beta stages, with only around 87 profiles or so. Given that some of the drop rates on items are astronomically low, it takes a large number of players contributing in order to gather any kind of accurate statistics. So, my first question is do you have any aprox. estimates of how many people would need to be contributing to be able to say that 99% of all game content exists in the database? (including, items, quests, spawn locations in x,y coords., & a relitivaly large number of kills per mob to ensure fairly accurate drop % rates.)

The second question is: Logistically speaking, and taking the maximum community participation rate of 100%, (meaning if every member of the forums here run the in game client.) Will that be enough? Obviously I realize that with this type of thing more is always better, more accurate etc., I'm just wondering if, at maximum numbers there would be enough to cover off the vast majority of game content. If not, are there any plans in the works to 'recruite' other outside, large well known guilds? Will the client for WWNData be downloadable from other sources, (ie. will it be 'advertised' on other well known gaming sites.. I think I know the answer to this .. but anyway, I figured I'd ask)

The last question is on Timeframe, Not of when it will go live ( I know, I know.. you're working on it) but rather, once it does go live, again, assumeing maximum member participation, how long of a period of time should be expected before drop rates begin to become accurate, because I'm assumeing drops start @ 0, so even if 20% of the people who sign up, have a certian item, you woulden't start to get any drop %'s on that item until more people started finding it.

Thanks for you time .. :)

cybrey
15-05-2005, 03:03 PM
To be honest we have no real idea. At the moment we're struggling to get accurate kill counts to work out drop rates, as Blizzard removed a vital function a couple of patches ago. Once we work out a repeatable way of getting drop rates we'll zero all the counts and start again. ( Which we're nearly at).

Given the HUGE popularity of the site ( I'm not just talking about the forums, the worldofwar site is read by a far higher number of users) I would suspect we'd start seeing accurate rates for 75% of objects after the first couple of months. This is pure conjecture and we won't know till we go 'live'. To be honest I'd prefer to have drop locations rather drop rates anyday of the week, as long as I know the object is going to drop eventually at this point I don't mind :)

Annunaki
15-05-2005, 04:33 PM
Droprates will of course be more accurate if more people kill the same creature over and over again. If I kill a creature once and get a specific drop then then we would have a 100% droprate on that item for that specific creature. The more times I kill the same creature, or other players do it, the more the drop rate will be accurate.

As already mentioned, in the beginning stages it will be much more important to know where you got that specific item from ( eg off a Crocodile in Wetlands ). The accuracy of the DropRate will get better as more people go kill that specific type of crocodile in Wetlands.

Things will of course take a bit of time, because at the moment we are still trying to work out some other important stuff ( accurate Quest info is currently one of our top priorities ). Once all that is working the way we intend it, we can start looking at some other things like droprates.

squigipapa
16-05-2005, 01:07 AM
That's awsome guys. Thank you for the answers. I just put an article up on my guild's 'officers site' describing what you guys are doing here. It's my hope that we can impliment something within our guild to include this in our "standard mods" package that all guild members must install. We're a PvE guild, with now, over 200 members. It's my hope that we'll be able to do our part towards makeing this whole thing a roreing success.

Thanks again for the answers guys. :happy34:

cybrey
16-05-2005, 10:07 AM
Just remember we're not public and still in beta. So you can expect a high numbe of updates to the client, interruptions to the service etc. This is something some people would rather not be involved with. You may wanna wait till we go public before including the mod in your guild package.

On a side note the whole guild thing is one of the areas we're looking at now to make some changes to .... so watch this space.

squigipapa
16-05-2005, 03:18 PM
Just remember we're not public and still in beta. So you can expect a high numbe of updates to the client, interruptions to the service etc. This is something some people would rather not be involved with. You may wanna wait till we go public before including the mod in your guild package.

On a side note the whole guild thing is one of the areas we're looking at now to make some changes to .... so watch this space.

ya, including it for all guild members was not something I was going to suggest for beta, but rather after it went public. and :happy34: on the whole guild thing.. I'll keep checking here.. :) thanks