Quote:
Originally posted by t3hn00bz0r@Jan 20 2006, 18:19
Very nice work on the topic. If I may add something, there is also an "invisible" mining statistic. Every time you swing your pickaxe in CO, the server sends you a packet. In this packet there is a number. When you start mining, this numer is around 100. As you mine, the number starts to drop. The lower the number gets, the slower it drops. If you move (or do anything else for that matter) the number is reset to something around 100 again. Many people believe that returning to the same spot to mine improves your chances and maybe this is the case. Perhaps the mining counter starts at a lower number when you have "your spot."
Also, the theory of having the "randomness" based on time is very believable. For all of you programmers out there, think about this: Randomize(Timer). This little function was built into VB and set the random seed for the random number generator. But, what if the CO programmers didnt use the exact time, but only the minute or hour and minute and second? And perhaps they were foolish and used Randomize for every single random number generation. This would reset the generators to the same place for everyone if they performed an action at the same time. It's just a theory, but it makes sense.
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u got proof of this packed?
i dont think co would be foolish enough to set a time for everybody.
But whatever i like the quote:
There is no luck, its all coding.
Maybe there is a way they set things, but it should be more reliable than this.
Btw, isnt using the function [Random] better?
When i was making rpg i alwais used it, fast and easy. I dont see why Tq wouldnt.
Still it never happen to get 2 db in a row (or super or even elite).
There must be a way they set drop and soc.