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1

Wednesday, December 2nd 2015, 5:09pm

Upgrade Event

As seen in this announcement: http://us.runesofmagic.gameforge.com/new…tion-in-taborea

Upgrade Event: Improved chances when upgrading your equipment – for a short time only!

From what this sounds like is that gameforge now has the ability to control the success/fail rate of plussing gems.

I think most people will agree with me and say that no one should ever plus gear up unless it is in one of these events from now on because it is in gameforges best interest to keep rates low.
A real sysadmin knows how to change the time.
If you make the same mistake while trying to make up for the previous one, you are doing something wrong.

As much as I'd love to say I offer consulting services, the scope of things broken is too large.

2

Wednesday, December 2nd 2015, 5:23pm

yea i thought similar things when i read that, so stupid.

I guess to compensate for higher % chance they'll push prices of stones up ^^
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3

Wednesday, December 2nd 2015, 5:41pm

I don't think GF ever made the claim they didn't have control over the success/fail rates. I don't agree that it is necessarily in GF best interest to keep fail rates low if people up to now have continued to buy more and more gems after the ones they had failed.

Finally, the link definitely does not say how much the rate is being improved - even a 1% improvement is still technically an improvement lol. I guess only time will tell if this is a significant event or not that would justify modifying player behavior. Besides, do we really need yet another event to slow this game down more than it is now? :P
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4

Wednesday, December 2nd 2015, 5:58pm

Most of GF's response to bad plussing fail rates has been "that's the way the wind blows". It was never explicitly stated that they can or can't control it.

The freebie gems from in game vendors also say things like "better chances than previus level jewels" so yes, a better chance can mean 1% because this is something that is never addressed. But when people go through 30-40 gems just to go from 6-12, that 1% starts to mean the world.

My point is they are now explicitly saying "there will be days when your in-game cash shop items have better value" (not just diamond sales)
A real sysadmin knows how to change the time.
If you make the same mistake while trying to make up for the previous one, you are doing something wrong.

As much as I'd love to say I offer consulting services, the scope of things broken is too large.

5

Wednesday, December 2nd 2015, 7:21pm

I just wanna say that gf doesn't code the game or the ittems,what makes you think this isn't a new feature?
Also I am curious about the login bonus that is coming.
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6

Wednesday, December 2nd 2015, 9:37pm

Runewalker/Gameforge/whatever publisher before and after gameforge, will ALWAYS have and HAVE always had the ability to control the success rate of plussing jewels.

The best is knowing this all the time and now they make this announcement is just hilarious.

Happy upgrading!

This post has been edited 1 times, last edit by "WhiteFlour" (Dec 2nd 2015, 9:43pm)


7

Wednesday, December 2nd 2015, 11:44pm

The sad part is how many threads there have been over the years bemoaning the absolutely abysmal failure that is the plussing system in this game, and they've never increased the rate when apparently they could have whenever they wanted.
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8

Thursday, December 3rd 2015, 12:10am

Why would they increase the success rate?? The more failures the more jewels the people have to buy. The abysmal success rate has never stopped or slowed down people from buying jewels. When people will pay a lot of money to plus an item no matter if they succeed or not, it just means they will pay more and more if it fails. Over the years they have learned the more the jewels fail the more jewels will be sold and more money will be made. A lot of meaningless noise is made about the failure rate but nothing will ever be done because the more people make noise the more jewels they buy. A higher failure rate is better for business and profits, it has been proved time and time again over the entire time this game has existed so this model of business will never change.

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9

Thursday, December 3rd 2015, 2:10am

Runewalker/Gameforge/whatever publisher before and after gameforge, will ALWAYS have and HAVE always had the ability to control the success rate of plussing jewels.

The best is knowing this all the time and now they make this announcement is just hilarious.

Happy upgrading!

Not necessarily, though. The publisher does just that. Administrates and publishes the game. This does not include changing the coding for the game (which is where success rate comes into play). If them increasing the success rate is like how they increased xp/tp/drop rates before, then they could modify them. If it was an actial change in the plus rae, they could have asked RW to raise the % success rate for the period of time between two upcoming patches and are just announcing it in advance. Who knows how they're implementing it, exactly. Just because you assume one thing doesn't mean that it's true no matter what. Let's be realistic, here.
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10

Thursday, December 3rd 2015, 2:43am

Not necessarily, though. The publisher does just that. Administrates and publishes the game. This does not include changing the coding for the game (which is where success rate comes into play). If them increasing the success rate is like how they increased xp/tp/drop rates before, then they could modify them. If it was an actial change in the plus rae, they could have asked RW to raise the % success rate for the period of time between two upcoming patches and are just announcing it in advance. Who knows how they're implementing it, exactly. Just because you assume one thing doesn't mean that it's true no matter what. Let's be realistic, here.

They have the ability to actively change the %, it's a feature used by MANY MMORPG (I can't talk about other games here but if RoM is your first mmorpg...) for over a decade. Almost any game with a +'n system has the description of a fail rate which includes the same exact results found in this game, which are found in other games (success, failure, downgrade..and in some destroyed).

I am being realistic here because I have sat and watched upgrade events in other games, watched the server lag, watched how I spent lots of money on upgrading during and not during, you'll see. I like the idea, just hate the fact they (all publishers WITH or WITHOUT a developer they work with) manipulate the player base in the way they do with the MMORPG +'n system.

This falls under the same ignorance players shown in the past when server transferring, merging where ASKED by players, again a feature found in games almost 20 years old yet RoM only choose to say they had the "ability" to just do it now.


The humor to me is in people's reaction to this, I was under the impression you all knew this.

In any case we as players should know the exact values on the upgrading especially if you're paying real cash for it. I don't know it's always been borderline scammy to me.

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11

Thursday, December 3rd 2015, 2:59am

i'm not sure what your point is. virtually anything with a global modifier can be modified serverside. not everything has that global modifier. it can be quite random what can and can't be adjusted in the server's config files. just because games x, y, and z and do something doesn't mean others can. different games, different devs, different engines.

as for server merge/transfers, that all quite depends on how the databases are set up. if they are set up moronically (which they are), it can be quite difficult to move things around. without developing the tools to assist with merging it's quite possible that it couldn't be done safely or reliably with minimal manpower. that being said, whether the publisher wants to spend money developing said tools that the developer failed to initially provide is up to the projected RoI. if there is no monetary advantage to doing so, why bother?
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12

Thursday, December 3rd 2015, 5:09am

Great news.

However, I don't think that Gameforge, as the game publisher, had this ability previous to this announcement. Knowing and seeing the databases of other MMO's tells me that this had been requested by Gameforge and Runewaker, as the developer, finally developed a tool for Gameforge to change it, similar to how they do the XP/TP events. It would have been in their best interest to start to do this years ago, judging by the amount of complaints about it and people leaving over it on ALL language forums of Runes of Magic. It makes no sense if they've had it all this time like you claim to not use it until now unless it was just given to Gameforge recently.

13

Thursday, December 3rd 2015, 1:43pm

The abysmal success rate has never stopped or slowed down people from buying jewels.
It has significantly slowed me down. There may be others that were in the same boat and decided to just leave..
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14

Friday, December 4th 2015, 3:58pm

Maybe it simply means +16 perfects in IS?
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>>>> Please, bring back (bound if there is no other option) dias to AH! :thumbsup:
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>>>>
>>>> >>>> >>>>

15

Friday, December 4th 2015, 4:53pm

would take +20 not from wheel over any other jewel addition to the shop, it is ridiculous that such an important item is so hard to get.
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16

Sunday, December 6th 2015, 9:04pm

Anybody who has ever played this game for any decent amount of time and thinks that ROM doesn't manipulate failure rates has a seriously deficient inductive reasoning capability LOL. How can anyone not clearly observe that the same advanced jewel has a 99% success rate going from +7 to +8 while the failure rate is more than 50% going from +11 to +12? Similary for the lower jewels, the failure rate from +5 to +6 is probably higher than 95% while +1 to +2 is only around 50%. It's the same pattern for every jewel, the higher the plus, the higher the failure rates, although the enhanced jewels seem to have a higher than 50% success rate even going from +15 to +16.

As far as the upgrade event, if they lower the failure rate from 75% to 50%, they can say that we just received a 100% increase in the chance for success! but it still sucks. Imagine buying a new TV that has a 50-50 chance whether it works or not. Who would buy such a thing! But of course we all happily do in ROM.

17

Monday, December 7th 2015, 2:33am

Not sure I'd agree with 'happily'. :P

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18

Monday, December 7th 2015, 3:16pm

Radeon, except you are forgetting something: most games that have an upgrade system for gear has the upgrade get a lower chance the further upgraded a piece of gear is. It's not that difficult to comprehend, really. When the jewels were programmed, imagine the formula being: if(Item_Refinement_Level=0 then Fail_Rate=0. If Item_Refinement_Level=6 then Error. Fail_Rate=0.7 - (0.1xItem_Refinement_Level). If rand(int)<=Fail_Rate then Item_Refinement_Level +1 =Item_Refinement_Level.

No, that's not the actual formula, I don't know the actual formula, and last I checked, not even RoM Welton could find the formula.
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19

Monday, December 7th 2015, 4:45pm

Does anyone know when this "improved" plussing rate goes into affect and for how long? Tried some plussing this past weekend, and if anything it was worse than I have ever seen.
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20

Monday, December 7th 2015, 5:34pm

Does anyone know when this "improved" plussing rate goes into affect and for how long? Tried some plussing this past weekend, and if anything it was worse than I have ever seen.

They probably announce when it starts and they gain ability to "improve" plussing rate with this patch probably.
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