Effect of Lasers and Scopes. Are we all nuts?

falkao

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Marc falkao Falk
Many of us are using scopes and lasers but I always wondered what effect they have. Atm I can't find any benefit neither in dmg nor hit/miss rate. Well, you can zoom with scopes and lasers do look cool but is that the whole story?
Therefore I opened a support case and the answer is what I have expected.

Case 95498 History
15 Nov 2006 Falk:

Since I'm interested to know how things work I frequently collect data and do some statistical analysis. Regarding scopes and lasers I was always wondering what the skill modification means but I can't find any difference between using them or not using them, neither on damage nor on miss rate. Might it be that they do not have any benefit atm?

Kind regards
Falk


17 Nov 2006 MindArk Support:
Hello, unfortunately we can't comment on how specific systems work.
Regards,
Entropia support


So MA does not comment on things like that and they are free to do so. However, having items in game that are only crafted without any noticeable benefit looks strange to me. Why should I craft them when they have no benefit and why should I buy them with a markup if the only value they have is TT?

Nevertheless, there is one hypothesis left that I want to test. Maybe skill increase is higher in using them?

P.S. I normally don't post support cases here but for this one I'm interested in your feedback.
 
falkao said:
Maybe skill increase is higher in using them?

it is what i believe
 
The skill increase boost theory could probably be tested by creating some ten fresh new orange noobs, equipping each of them with the same rifle (except for attachments) and sending them to hunt snablesnots young till they would die of boredom and reach 1k rifle (or any other amount, but this seems reachable) - and see the total costs to reach the mark.
Though I got a feeling MA would frown upon this.

edit - grammar trolling myself, gosh.
 
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Case 95498 History
15 Nov 2006 Falk:

(...)Regarding scopes and lasers I was always wondering what the skill modification means but I can't find any difference between using them or not using them, neither on damage nor on miss rate.

I cannot find any difference either, because I'm sure that 90% of my misses are caused by lag and bugs.

So MA does not comment on things like that and they are free to do so.

IMO, it is unacceptable that they do so. It is ok that they don't tell every single detail of the inner workings of the game, but there are some basic and fundamental aspects that should be crystal clear for everyone (effects of laser and scopes, armor decay and durability, the meaning of certain skills such as perception... just to name a few).

why should I buy them with a markup if the only value they have is TT?

You're totally right. Definitely, I'm not going to pay hundreds of ped in markup for items if it is not 100% clear what they do, and if they're worth it.

/jdegre.
 
The skill increase boost theory could probably be tested by creating some ten fresh new orange noobs, equipping each of them with the same rifle (except for attachments) and sending them to hunt snablesnots young till they would die of boredom and reach 1k rifle (or any other amount, but this is seems reachable) - and see the total costs to reach the mark.
Though I got a feeling MA would frown upon this.

That could be done with "real" freshly arriving newcomers.
Granted it would take some time to explain the purpose,
but a sponsored start to the world as hunter would even be a great entrance to the game.
It could also be done with the arrival as disciple, which should not be too much to ask for involving such a lot of sponsored ammunition.

Anyway for someone who BADLY wants to know for sure there will be ways to test it.
But probably all will involve the spending of some K peds.
 
Im am actually suprised that nobody ever tested this and made it public. Anyway, my guess is that they alter your HA. Its just odd you dont see it change when you add it to a gun.

About noticing it, that is nearly impossible. If it affects HA, it must be just marginal. You might get 1-2% more hits maybe. But overall that would be a pretty huge increase and very much worth the extra decay and markup, depending on the gun you attach it to.
 
This has been discussed a lot in the past. I'm pretty sure that Marco stated that they definitely do have an effect but of course he didn't say what and nobody has ever been able to work it out conclusively. The amount of missed shots due to lag makes it very hard to analyze whether they do affect HA.
 
Thinking about it logically, the only two reasons they could have for not saying are;

1. If they answer one of these queries, soon enough everyone will be demanding that they explain these types of things until the system is picked apart.
2. They know that the items have no, or extremely little, effect, and know that if we were ever to find out we would elimenate them from the game and go off out heads at them for blatantly lying to us. {remember, decay feeds MA, so a useless decaying item only serves to benefit them ;)}

And i definetly believe alot stronger in it being reason No.2.
 
Witte said:
Im am actually suprised that nobody ever tested this and made it public. Anyway, my guess is that they alter your HA. Its just odd you dont see it change when you add it to a gun.

I collected data on hit/miss rate and dmg but I couldn't notice any significant difference. All p-Values are over 0.8.
So only Skill gain might be considered for further tests atm.

The scenario could be:
1) Note starting combat skills. Rifle, Laser, Handgun, Blp
2) Do a run without lasers, scopes. Take note on how often one of those skills is triggered. I guess about 50-100 events are needed to see a possibile difference if it exists.
3) After 100 events note combat skills again.
4) Repeat 2 and 3 now adding lasers and scope.
5) Repeat 2-4 starting with lasers and scope for the first 100 events and then without.
6) Compare median skill gain of both groups (with/without lasers/scope) using a the U-Test.

That's what I'm doing atm.
 
well, I used to hold 2 lasers + scope even on opalo back then when I used it a lot. one day I decided not to as the HA/CHA were maxed long time ago. now taking them off made a huge difference! I did not trace it exactly by collecting the data, but the miss ratio was way higher, believe me.

it seems like they just add up the % to your aim and that's the key to not missing the shots that often. as it had significant difference even with the maxed opalo, I'd rather suppose the losses with regular weapon would be pretty high due to more misses.

concerning skill boost I can not prove any differences to that theory however...



J.
 
I collected data on hit/miss rate and dmg but I couldn't notice any significant difference. All p-Values are over 0.8.
So only Skill gain might be considered for further tests atm.

The scenario could be:
1) Note starting combat skills. Rifle, Laser, Handgun, Blp
2) Do a run without lasers, scopes. Take note on how often one of those skills is triggered. I guess about 50-100 events are needed to see a possibile difference if it exists.
3) After 100 events note combat skills again.
4) Repeat 2 and 3 now adding lasers and scope.
5) Repeat 2-4 starting with lasers and scope for the first 100 events and then without.
6) Compare median skill gain of both groups (with/without lasers/scope) using a the U-Test.

That's what I'm doing atm.

How did you test this exacely? How many shots for example? And did you use a (L) weapon (with maxed stats) or a regular weapon? And what was the total skillmod %? The difference can be realy small, like 1%. This might seem bad but is infact not bad at all. Its for example the same difference between a weapon with 4.00 eco or 4.04.

BTW the skillgain test is tricky. Skillgains are very variable, abit like loots. Plus there is the slowdown cycles in skillgains. So you will need to do allot of tests, say at least 10. If lets say at least 8 the tests show a favor for the attachments, then you can carfully start making an assumption.
 
The scenario could be:
1) Note starting combat skills. Rifle, Laser, Handgun, Blp
2) Do a run without lasers, scopes. Take note on how often one of those skills is triggered. I guess about 50-100 events are needed to see a possibile difference if it exists.
3) After 100 events note combat skills again.
4) Repeat 2 and 3 now adding lasers and scope.
5) Repeat 2-4 starting with lasers and scope for the first 100 events and then without.
6) Compare median skill gain of both groups (with/without lasers/scope) using a the U-Test.

That's what I'm doing atm.

What do you consider events? Skillgains?
What's a U-test?

To further complicate things, I'd like to add that there also might be a difference between SIB and non-SIB (Skill Increase Bonus) weapons.

For a test, wouldn't it be easier to write down all relevant skills. Do several 100 ped ammo runs with and without scope and lasers and keep tracking skills after every hunt.
 
...amount of missed shots due to lag makes it very hard to analyze whether they do affect HA.

Indeed, effect of lag on miss rate is for sure a lot higher then a possible influence of scopes/lasers. Hence it might be better to eliminate this before :)
 
What do you consider events? Skillgains?
What's a U-test?
....

Yep, with an event I mean a skillgain msg of one of the combat skills.

The U-test is the Mann-Whitney-U test, a staticial test to compare to independent groups where data is not normally distributed. Most things in EU do follow a uniform distribution.
 
Indeed, effect of lag on miss rate is for sure a lot higher then a possible influence of scopes/lasers. Hence it might be better to eliminate this before :)


Easy way to eliminate this is to use melee. Count number of hits, and after the test calculate the supposed number of hit by the decay of the weapon. The difference is the number of misses caused by lag.
 
How did you test this exacely? How many shots for example? And did you use a (L) weapon (with maxed stats) or a regular weapon? And what was the total skillmod %? The difference can be realy small, like 1%. This might seem bad but is infact not bad at all. Its for example the same difference between a weapon with 4.00 eco or 4.04.

The test weapon was an M71A1 so a non (L) weapon. Total skill mod% of laseres and scope was 40%. Therefore I did expect a difference in that region. Sample size was 500 shots per group so 1000 shots in total.



BTW the skillgain test is tricky. Skillgains are very variable, abit like loots. Plus there is the slowdown cycles in skillgains. So you will need to do allot of tests, say at least 10. If lets say at least 8 the tests show a favor for the attachments, then you can carfully start making an assumption.

Thats the point and I'm not sure if I should go further on. To test something were a difference might be seen only after an enormous amount of attempts might be irrelevant for the every day Eu-Life. Guess lag has more influence.
 
Easy way to eliminate this is to use melee. Count number of hits, and after the test calculate the supposed number of hit by the decay of the weapon. The difference is the number of misses caused by lag.

Good proposal.
 
IMO, it is unacceptable that they do so. It is ok that they don't tell every single detail of the inner workings of the game, but there are some basic and fundamental aspects that should be crystal clear for everyone (effects of laser and scopes, armor decay and durability, the meaning of certain skills such as perception... just to name a few).
/jdegre.

I agree, the effect of all skills and items should be open knowledge.
I don't care what it will do to the market, some skills will lose value others will gain.
 
I agree, the effect of all skills and items should be open knowledge.
I don't care what it will do to the market, some skills will lose value others will gain.

The more is know about everything, the more the game will turn into a casino. The whole unknown element adds the extra dimension to it. If it becomes "when I use skill x+ item y, i will have a 30% chance to profit", the game element would totaly die. Finding out how things work, and by that gaining advantage over others, makes it much more fun IMO.
 
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hard to test this on a noobie account...

I used hanzor + 2x garguls 50%+ skill mod I 'feel' I miss less esp in pvp.

If tested on a noobie account with no skills to modify then its going to be almost unnoticable
 
The more is know about everything, the more the game will turn into a casino. ...
Actually it seems the contrary to me.

The whole unknown element adds the extra dimension to it. If it becomes "when I use skill x+ item y, i will have a 30% chance to profit", the game element would totaly die. Finding out how things work, and by that gaining advantage over others, makes it much more fun IMO.

For sure finding out how things work is one of the interesting aspects of Eu. However, when elementary things couldn't be verified I have some doubts on the rest.
 
...
IMO, it is unacceptable that they do so. It is ok that they don't tell every single detail of the inner workings of the game, but there are some basic and fundamental aspects that should be crystal clear for everyone (effects of laser and scopes, armor decay and durability, the meaning of certain skills such as perception... just to name a few).

...
/jdegre.


I second that :)
 
The more is know about everything, the more the game will turn into a casino. The whole unknown element adds the extra dimention to it. If it becomes "when I use skill x+ item y, i will have a 30% chance to profit", the game element would totaly die. Finding out how things work, and by that gaining advantage over others, makes it much more fun IMO.

So you actually have no problem paying for stuff of which you don't know how they work or what they do? Remind me to never go shopping with you ;)

Store Clerk: 'Hi, and welcome to our magic shop of machines.'
Store Clerk: 'I got a nice machine that does amazing stuff for only $ 199.95'
Floor: 'What does it do?'
Store Clerk: 'We do not explain how our machines work, or what they do!'
Witte: 'Ok, sounds like fun. I'll take it.'
Floor: 'No thnx, cya!'
 
Actually it seems the contrary to me.
For sure finding out how things work is one of the interesting aspects of Eu. However, when elementary things couldn't be verified I have some doubts on the rest.

What rest do you mean exactly? And when you cannot verify somthing easely, it doesnt mean that its not true. The difference can simply be so small its hard to notice. But since the decay of the attachments is so low, it can still benefit you.
 
So you actually have no problem paying for stuff of which you don't know how they work or what they do? Remind me to never go shopping with you ;)

Store Clerk: 'Hi, and welcome to our magic shop of machines.'
Store Clerk: 'I got a nice machine that does amazing stuff for only $ 199.95'
Floor: 'What does it do?'
Store Clerk: 'We do not explain how our machines work, or what they do!'
Witte: 'Ok, sounds like fun. I'll take it.'
Floor: 'No thnx, cya!'

No I find out how it works first, after that I make up my mind whether I think its worth it. You cant make me believe that when you go shopping for a TV, you are going to check all the circuits and components used, to determine if its a good buy. The only thing you can rely on is other users experiences, and on the stats that are given by the manufacturer. But in many cases that wont tell you if the TV will have a good image quality in a year from now.
 
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What rest do you mean exactly?

With the rest I mean how other things in EU work or do not work.

And when you cannot verify somthing easely, it doesnt mean that its not true. The difference can simply be so small its hard to notice. But since the decay of the attachments is so low, it can still benefit you.

Well a died that reduces weight for 10g might be considered as one. However, the benfit from it might be discussed.
 
With the rest I mean how other things in EU work or do not work.

Most things have been tested over and over, and show the same result every time. So I see no reason to doubt those.

Well a died that reduces weight for 10g might be considered as one. However, the benfit from it might be discussed.


Its indeed unsure if these attachment will give us enough benefit to justify the cost. But like Floor already said, if you totaly dont know what an item does, its not too clever to buy and use it. So in that case, just stay away from them. Although the benefit of a scope seems very obvious.

Personally I seem to notice difference in using a sight or not. But I have no prove. Since the decay is so low, I dont care that much. If it doesnt benefit, it also wont harm too much. And the sight just look nice ;) (although the dot disapeared some time ago :()
 
The only thing you can rely on is other users experiences, and on the stats that are given by the manufacturer.

That's exactly the problem, in this case the manufacturer (MA) doesn't give stats.
 
That's exactly the problem, in this case the manufacturer (MA) doesn't give stats.

They do, allot even. The only problem is that we dont always know how to interpetate those. In this case the stat is Skillmod. We know exactly how high this stat is, we only dont know what its for exactly

But that is exactly similar to real life. For example, most people think, that more watt in an amplifier means its louder and better. While in fact its all marketing bullox. There are 25Watt amplifiers that sound 2 times louder and better then 500Watt ones on the same speakerset. To know these facts you need to do research yourself, and often test it yourself.
 
In real life they don't make it impossible for you to find out either though.
 
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