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New-Talk Anti-Farm Code (DR - Diminishing Returns) Reduces loot from repetitive farm

Discussion on New-Talk Anti-Farm Code (DR - Diminishing Returns) Reduces loot from repetitive farm within the GW Exploits, Hacks, Bots, Tools & Macros forum part of the Guild Wars category.

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Old   #1
 
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AFTER 3 Week of test and more 7000 reset per character without disconnect more than 5 min per days


i can confirme Antifarm code in gw1 is not active for q8 , gold , white , green and mini .




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Old 11/05/2023, 08:31   #2
 
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Chestruns should be completly irrelevant for the analysis because the game does not know, what in the current economy is considered worthy.
Do you even have logs from all runs? (Not only the successfull ones) and all timestamps with your in between activity? I guess not... So its more or less only speculation with basically rng events that "proofed" your theory
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Old 11/05/2023, 19:17   #3
 
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Old 11/05/2023, 22:41   #4
 
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maybe this helps
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Old 11/06/2023, 07:01   #5
 
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Quote:
Originally Posted by Waka.Waka View Post

maybe this helps
This information has been available for a long time, and afaik, what you are experiencing is simply 'Gambler's fallacy'.

Code:
Thus, with today's build, all of the following types of items will now be exempt from loot scaling:

Skill Tomes
Scrolls
Dye
Rare materials
All rare (gold colored) items
All unique (green) items
Special event items
The WIK mini's simply have such a low drop rate that they take a long time to farm. Resetting the farm code for them "should" do nothing, as they are a unique drop and exempt from loot scaling. Remember, an observed 1:300,000 drop rate does NOT mean that you will get one in 300,000 kills. If the drop rate is for example 0.001%, you would have a 95% chance of getting one within a 300,000 sample size, but you are by no means guaranteed.

If you reset the code and get one, even consistently, that SHOULD not impact the drop rate of a unique, and should simply be chance playing out in your favor, however, the loot scaling mechanic is a very complex system with little to no documentation available on it, so I would not be surprised if it does not function as documented/intended.

TL;DR: Just ignore the anti-farm code.
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Old 11/07/2023, 07:28   #6
 
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Old 11/07/2023, 22:42   #7
 
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Originally Posted by reaverseath1 View Post
the probleme i see the green drop rate down , the mini is after
actually we are 3 to have see this problem on green drop :



I Have take 3 message find on reddit , in this post and have share her :


Source : reddit.com/r/Genshin_Impact/comments/kkxo7e/honestly_the_gemstone_drop_rates_are_really/?rdt=47083



Anti-farm code : There is a problem
Hey, so after doing ~250, ~300 consecutive runs with the same character where everything worked flawlessly, racking AFK gemstones easily, I think I hit a wall.

Now, when I'm doing runs, and I mean like dozens (!) of consecutive runs, there are ZERO gemstone drops. Like, zero, not even a single one, as if the mobs stopped carrying them.

Everybody knows the mythical Anti-farm code, and I think it's now in some form working against me. Has my character been flagged, or do something particular needs to be done to reset the drop rate? I don't know.

I've tried waiting weeks between runs, to no avail, still zero gem drops. I've tried playing normally, doing a few dungeons, still zero drops after doing those. I'll try a few things next, like waiting a long time before starting the run proper inside the instance, restarting the questline from the beginning on the same char or, if that does not work, doing the questline on another char.

So I'd really like to know, precisely, how that dreaded anti-farm code works in this case. I've tried to understand how it works with the few bubbles of knowledge that we already know (in the wiki talk pages or in the old forum threads) but, no real answer, especially for an AFK farm.

Some kind of note will have to be added to the page once we see what's happening more clearly...

Guys, does any of you have some ideas on what to do, or clues that could help shed the light on this? ^_^ Feydslynox (talk) 08:43, 1 October 2022 (UTC)



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The only insight I can share is this :

In Nightfall challenge missions that generate hero armor drops into the inventory, you get about five armour drops (all you need for yourself) very quickly and very easily. After that: Nothing. If you take a pause and try again later, you can (judging from past experience) gain roughly one additional armour drop per month.

However, this is not an account-wide loot restriction, but a character specific one. It seemed like every character has its own pool of hero armour drops that can be retrieved. This observation confirms others that point towards a character based loot table; whenever you don't play a character for a long time, it seems that you temporarily get a major boost to the amount of gold drops received.

I've observed this whenever I sent a storage character into missions/dungeons/vanquishes. This either lasts that day or a few hours and then wears off to normal levels.

Now about DoA: I haven't done any relevant loot testing here myself. Someone once said to me that finishing the Mallyx quest resets the (allegedly diminishing) chances for primeval hero armour drops when playing DoA. Personally, I haven't been able to verify that. My necromancer, despite doing at least 20 DoA fullruns and finishing almost as many Mallyx quests, has never received a single armour drop.

But I used to get quite a few back when I only had a warrior, accordingly on my warrior. I could imagine that maybe the amount of botting in DoA is reducing everyone's loot quality in that area (we don't know how the anti-farm code works, after all) or that primeval armour remnant drops are rather account than character based (which is definitely not how it works with other armour drops) or that there was a 0.2% chance that I don't get any armour drops in >20 fullruns and I just happened to have bad luck.

So what I'd suggest is that you (1) try another character to check for character based loot pools and (2) finish the quest on your first character, do a new fullrun and see whether the drops reset. If (1) helps, one could alternate between two to three afk farming characters, so pausing with one resets the loot tables while using those from the other character. If (2) helps, simply do that every 150 runs. --Krschkr (talk) 11:00, 1 October 2022 (UTC)


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Just tried a few runs with another character, gemstones are dropping normally. This would mean that drop restrictions are indeed character-based.
I will stop doing AFK runs with the first character, the one who did all those dozens of runs in the first place (still not getting any gems with this one, week after week after week so...) and hopefully someday the gemstone drop restriction for this char will disappear. I'll add a small note on the page about the drop restriction. Feydslynox (talk) 21:44, 10 October 2022 (UTC)


the anti farm code is not 'Gambler's fallacy' look the date of every message on reddit, its actual.
I am afraid that this is exactly what Gamblers Fallacy is. If you look into the Martingale Strategy, you would think that there is absolutely no way that X amount can ever lose in a row. Heck, i've gambled on 50/50 odds and lost ridiculous amounts in a row over a large sample size. Its similar to the saying "... its always in the last place you look", because the last example is fresh in your mind and the most relevant. Its a very difficult to understand mix of psychology and probability.

Now, like I said, I did not develop the loot code, so I do not know for sure, but ASSUMING it is pure probability, this is all it is. If you observe better drops moving from area to area or doing a different activity, you are just reinforcing a belief, and there is not any proof of this being true or false. If it makes you feel better then do it, but unless your argument for resetting the drops is backed up by source code and a large enough sample size of players (not just runs, we are talking 1000's of players) then its kind of pointless, since we will never know for sure.

I wrote the original q8 colossal scimitar farm many many years ago, and I done 1000's of hours of botting at that location and never got a single q8 sword, but we know from the gold merch price that a q8 sword drop is astronomically low. Do I think I would be luckier if I changed location or did a different activity? Not at all, I would simply be rolling a different dice because the odds are unbelievably low. The code is very old and would not be that complex, if it knew how to track the activities we are doing vs the amount of time we spent farming/botting, during the peak time of players we would have easily been able to identify how to combat this, but we have not and we will not, because it is MOST LIKELY pure probabilities.
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Old 11/10/2023, 05:23   #8
 
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q8 sword are very very rare , the most of mob i kill can drop q8 sword ,i have drop only 1 q8 sword after more than millions ofmob and i dont have drop 1 perfect shield q9 too, after i dont know what you farm,

if you allready test cod dervish bot , the first diessa come after 5 min the second 1 hours the third 24 hours , i not joke

same with toc bot , first 30 min is amazing and after its 7-8obsy per hours

and i have few another exemple

i not farm gold, i not farm white item , i farm green item and green item farm are spécial , have you allready try to farm a mini like peacekeeper?
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Old 11/10/2023, 18:24   #9
 
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Hi all,

I don't know if the kebab farm is affected but over several days I drop almost the same

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Old 11/21/2023, 18:21   #10
 
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Quote:
Originally Posted by Underavelvetmoon View Post
I am afraid that this is exactly what Gamblers Fallacy is. If you look into the Martingale Strategy, you would think that there is absolutely no way that X amount can ever lose in a row. Heck, i've gambled on 50/50 odds and lost ridiculous amounts in a row over a large sample size. Its similar to the saying "... its always in the last place you look", because the last example is fresh in your mind and the most relevant. Its a very difficult to understand mix of psychology and probability.

Now, like I said, I did not develop the loot code, so I do not know for sure, but ASSUMING it is pure probability, this is all it is. If you observe better drops moving from area to area or doing a different activity, you are just reinforcing a belief, and there is not any proof of this being true or false. If it makes you feel better then do it, but unless your argument for resetting the drops is backed up by source code and a large enough sample size of players (not just runs, we are talking 1000's of players) then its kind of pointless, since we will never know for sure.

I wrote the original q8 colossal scimitar farm many many years ago, and I done 1000's of hours of botting at that location and never got a single q8 sword, but we know from the gold merch price that a q8 sword drop is astronomically low. Do I think I would be luckier if I changed location or did a different activity? Not at all, I would simply be rolling a different dice because the odds are unbelievably low. The code is very old and would not be that complex, if it knew how to track the activities we are doing vs the amount of time we spent farming/botting, during the peak time of players we would have easily been able to identify how to combat this, but we have not and we will not, because it is MOST LIKELY pure probabilities.
You can easily dismiss something via gambler's fallacy with known probability independent scenarios. You understand that a roulette spin will not influence the next. With Guild Wars, we really do not know because the wiki and Anet's own dev logs are not to be treated as gospel.

"The code is very old and would not be that complex" this is an assumption. 2006 Anet loved making complex code for no reason (look how armor penetration is calculated, we still don't know the exact formula).
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Old 11/29/2023, 16:26   #11
 
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I am not sure if there is Anti-Farm code but it would make sense, considering ANet loves some of these systems and I actually tested a few things regarding loot scaling. Drops are effected by quite the range of factors. After months of testing i can assure you that these ones affect loot with a 99.9% certainty:


Party Size
Your Party size is pobably the biggest factor in loot scaling, if you enter a 8man zone with a single character you will get less drops than when entering with 8 people. The bigger the party size, the higher the chance of coins dropping instead of items. This System gets really weird if you enter a zone with a group bigger than the maximum party size, if the disparity is big enough you will almost always just get coin drops.
I assume there is also a way to trick this system by making characters eligable for drops even if there are not in range of the mob dropping the loot, but I didnt have enough data on this yet, since the setup for this is alot harder and more time consuming


Character Level/Level of Environment
If your Character Level is lower than the level of the zone you are in you will get more drops and vice versa if your level is higher than the zone you will get less drops. This is most notable if you enter elite zones with level 1 characters



Considering all of this I would assume there are a few more hidden features and without testing any of this woiuld imagine a simple solution from ANets side would be an EXP tracker for drops that resets every time a requirement is met, which would make sense if we trust OP's observations.


Also before anyone asks, I'm am not willing to share my Data regarding this, since some of it is not just a little gamebreaking
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