26+25 .257 wolves


octavian

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Posted

How this was done.

One struggle per spawn, computer reboot after every 2 struggles, not going into why.

Stalker, no clothes, no weapon, as low fatigue as possible - within 10% - one click every 85 milliseconds, guaranteed.

Recorded at 48 fps.

Timings. Each video was cut in at the frame where the arrow appears on screen when the struggle is triggered and was cut out at the frame where condition appears on screen.

The side-by-side video, I know there's a wolf missing and the tiling is crap, give me a break! :D Premiere exploded once and my dinky i3 exploded twice doing this. Here the video is slowed to 33%. Tapping is not frame perfect due to obvious reasons. Also, there's a frame missing here and there because of frames dropped when recording and especially because Premiere is retarded.

https://youtu.be/xZ4SR8ccdHI

The daisy chain video is at 100% speed. There are a few frames dropped here and there, especially when the game saves after a struggle.

https://youtu.be/3lWjSKik2r4

Outcomes:

[spoil]77% 1 ankle, 2 major bruising

84% 1 ankle, 1 blood loss

80% 1 wrist, 1 blood loss

86% 1 laceration, 1 minor bruising

90% 1 laceration, 1 ankle

95% 1 ankle, 1 laceration

91% 1 laceration, 1 ankle

54% 1 laceration, 2 blood loss

73% 2 major bruising, 1 torn clothing (even though no clothes - tasty bug )

100% 1 torn clothing, 1 wrist

86% 1 ankle, 1 major bruising

86% 2 lacerations

90% 1 wrist, 1 laceration

87% 1 wrist, 1 major bruising

100% 1 torn clothing, wolf flees

86% 2 lacerations, 1 torn clothing

93% 1 torn clothing, 1 minor bruising

78% 1 laceration, 1 major bruising, wolf flees

90% 1 major bruising, 1 wrist

93% 1 laceration, 1 ankle

63% 2 blood loos, 1 torn clothing

73% 1 laceration, 1 blood loss

100% 1 wrist, wolf flees

79% 1 major bruising, 1 laceration, 1 torn clothing

91% 1 torn clothing, 1 laceration

89% 1 major bruising, 1 torn clothing[/spoil]

If the wolf doesn't flee, all struggles end within max 16 frames of each other (until the bar dissapears as the dazed animation can vary), and this is just because how TLDs code checks if the bar is filled, dropping frames when recording, and multiple encodings at different frame rates, because Premiere is retarded. So, as far as the player is concerned, all struggles last the same amount of time IF you are a robot and click once every x ms and the wolf doesn't flee. Which in turn means the variance in the outcome of the struggle is purely RNG and if the case hidden variable dependent.

Another series of data, one click @ 150 ms. This one doesn't keep track of afflictions that don't appear in your first-aid UI.

[spoil]76% 1 ankle, 1 wrist

40% 2 blood loss

51% 2 blood loss, 2 ankle, 1 wrist

69% 1 blood loss, 1 ankle

69% 1 blood loss, 1 ankle

54% 2 blood loss

75% 2 ankle

37% 1 blood loss

33% 2 blood loss, 1 wrist

40% 2 blood loss, 2 ankle

32% 1 blood loss

91% 1 ankle, wolf flees

94% 2 ankle, wolf flees

44% 1 blood loss, 1 ankle

87% no affliction, wolf flees

49% 1 blood loss, 2 ankle

64% no affliction

43% no affliction

49% no affliction

53% 2 blood loss, 1 wrist

100% no affliction, wolf flees

43% 2 blood loss, 1 ankle, 1 wrist

73% 1 blood loss, 2 ankle, 2 wrist

78% 1 ankle, 2 wrist

53% no affliction[/spoil]

Bottom line? For yourself to consider.

.257 wolves, take it and go :) There are more things I could say but I'm not at liberty to do so.

Posted

Thanks for testing. Your data seems to confirm my impression that the outcome of fights (both regarding your condition loss and the number of ailments you receive) is heavily rng-based since V.256. One also has to keep in mind that "normal" klicking (which cannot guarantee a constant clicking frequency like in your experiment) would even cause greater variations in the outcome.

It also looks like the slower you click, the more rng comes into play. Weird.. :?

Posted

@Scyzara: Anytime. I pretty much gave up testing for high fatigue scenarios, it's a major pain in the ass to keep it high within 10% of x and go fight a wolf, 26 times ( just so you can name the videos using the alphabet ).

There are... villainous ways around it but I fear those would affect the entropy/RNG.

It's confirmed tapping is fatigue-weighted (and difficulty-weighted). The only thing I can think of is to find a clicking speed that makes fatigued fights last as long as the 85 ms and 150 ms ones and compare the results, see if fatigue has effect on anything else than the tapping weighting.

But, honestly, there are bigger fish to fry now, wolves will get changed, guaranteed, so I don't see any point for a major push to reverse-engineer wolves, already heavily laced with RNG. Currently some other people are closely looking at the game and fatigue affecting only tapping weight is "likely" which is OK good for now, I feel.

It also looks like the slower you click, the more rng comes into play. Weird..

It's not weird, it's working as predicted :)

Saturating the input guarantees the least RNG. Because health loss and afflictions are RNG-based and time-based, the more time you spend in that UI the more often random health loss instances and random affliction instances take place.

In fact, I don't know if it's instanced, pow, pow, pow, or just applied at the end according to hidden variables, but the less you spend in that UI, the less RNG you get. You can reliably get no affliction for example (not by humans, unless you use a nail file, of course). And of course, very small or no damage at all at the same time.

Now I think I'll focus a bit on TLDs entropy pool/RNG which is BIZARRE. Resetting ten times and getting the same spawn seven times in a row? :?

Not only this. In the first set of data, 64% no affliction, 43% no affliction, 49% no affliction, were three consecutive spawns in the same place. Now I'm dying to find out if this is a coincidence or not :)

Posted
It's not weird, it's working as predicted :)

Saturating the input guarantees the least RNG. Because health loss and afflictions are RNG-based and time-based, the more time you spend in that UI the more often random health loss instances and random affliction instances take place.

True, I was just wondering why the Devs would choose such a system deliberately. It doesn't make a lot of sense to me gamedesign-wise to "punish" slow clickers with increased chances for surplus dmg/ailments. I would rather have expected it to be the other way around (in order to help slow clickers and keep fights interesting/risky for fast clickers).

Well, I'm probably just thinking too complicated again.

Posted
True, I was just wondering why the Devs would choose such a system deliberately. It doesn't make a lot of sense to me gamedesign-wise to "punish" slow clickers even more with increased chances for surplus dmg/ailments. I would rather have expected it to be the other way around (in order to help slow clickers and keep fights interesting/risky for fast clickers).

Well, I'm probably just thinking too complicated again.

Yes, you are thinking too complicated again and you should stop it this instant :lol:

P.S. Know the thread suggesting non-interactive wolf encounters? I just basically tested the idea, with .257 wolf mechanics.

Don't ask me how it is in terms of gameplay, I'd just be thinking too complicated again too.

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