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Messages - Tulrak

Pages: 1 2 3 4 5 6 7 8 9 ... 23
46
Screenshots / Who did this to me?
« on: June 04, 2018, 01:59:24 am »


and why?!?!?

The following users liked this post: Jp, Drugs, Skillz Purez, Nedaz, Nocturnal, Blue Bird, S Clegane, Bluesunrunne

47
Suggestions & Ideas / Pest Control for Dummies
« on: June 01, 2018, 11:11:39 pm »
Pls no, don't divide minigames.

Also the people whining about killing spinners piss me off, so let's settle this issue like men, by using elementary school level math.
The amount of tokens you get in the case of victory is: damage/10+25
The damage is capped at 2k. So obviously you should not stretch out the round after you've hit 2k damage.
But the +25 tokens for victory is also important to take into consideration. It takes 30 seconds of waiting for the round to start, which means that for every 25 tokens you get for winning, you sacrifice 30 seconds of time, that's essentially 50 tokens per minute gain for winning, which is equivalent to doing an average of 500 damage per minute in the minigame and because the damage is capped at 2k, that means that if the round lasts for more than 4 minutes, it would be best to end the round as soon as possible because it would be impossible to get more than 50 tokens per minute of time if the round is longer than 4 minutes.

In fact, the only time it would be useful to stretch the round is if you are doing more than 500 damage per minute, in which case you can stretch the round until you get to 2k damage, as you'd be getting there in less than 4 minutes.

If you're not doing more than 500 damage per minute, then ending the round as soon as possible is the best thing you can do.
The following users liked this post: Jp, Someone12116, Bluesunrunne

48
Off-Topic / Re: What makes you happy?
« on: May 25, 2018, 12:07:02 pm »
This thread not catching on, I was worried that I might not be able to relate to you guys anymore if I find out that you guys aren't bitter and angry all the time.
The following users liked this post: Just Humen

49
Suggestions & Ideas / Re: Farming that is more afkable
« on: May 20, 2018, 01:14:01 pm »
How about we pay Vannaka to do slayer for us? :o

That would make no sense. Trees and shit growing on their own without having to water or rake them every 5 minutes does make sense tho. Farming in Emps is absolute garbage.

The point is that it doesn't make sense for growth cycles or harvesting to award farming xp if you're not involved in taking care of the plants.
The following users liked this post: S Clegane

50
Games / Re: Pokemon GO
« on: April 29, 2018, 07:10:43 pm »
I honestly thought this was an old topic that has been dug up. Pokemon Go died 2 months after it's launch.
The following users liked this post: S Clegane, Bluesunrunne

51
Suggestions & Ideas / Re: Increasing Loot Chance
« on: April 19, 2018, 01:55:54 pm »
You guys have literally no idea how probability math works and you're still complaining about it.

0,5% (= 1/200) of getting loot means that ON AVERAGE you will receive A SINGLE drop every 200 kills. You can go above and beyond that. It is NEVER guaranteed to get a drop within 200 kills. For example, if you throw a 6-sided dice you have 1/6 of landing on a six. However, you can easily go over ten throws ''dry'' on a six. You are never guaranteed to land on a six. You will always have a higher probability of rolling any number between one and five than rolling a six.

Nex drops work like a 200-sided dice. One of those sides is an armor drop, and the other 199 sides are the regular drops. You can calculate the probability of getting a drop in 200 kills like this:

p(reg.loot) = probability of getting a regular drop
num.of.kills = the number of kills you want to calculate the probability for

You only have 63,3% chance of getting a drop withing 200 kills. The function converges to P = 1, meaning that the probability gets closer to 1 a.k.a. 100% but it will never reach it since you are never guaranteed to get a single drop. We can even plot the function into a graph to show that.



The graph gets extremely close to 1 but never reaches it. X-axis shows the number of kills.

I doubt Alugis went over 200 kills dry on every single drop of his, but neither of you want to admit it because it would weaken the ''point'' you're trying to make.

Also your previous kills don't affect the drop rate at all, if you have already got 200 kills with no drops then the likelihood of getting a drop is still 1/200, even if you've got 2,000 kills with no drops then the likelihood of you getting the drop before 2,200th kill is still 63.3%. Just wanted to clarify that you're always at the far-left side of the graph.
If you don't understand how the drop rate could be true if that's the case then how it works is that with a very large amount of kills you should expect your drop rate to get close to 1/200, not because drops become more common after a dry streak or less common after you've gotten multiple rare drops in a row, but because eventually the luck you had in the beginning will become statistically insignificant. So even if your first kills were very lucky and you got 10 1/200 drops in your first 200 kills giving you a drop rate of 10/200, then by the time you're at 10,000 kills even if you've gotten 60 more of those drops in that time which is still more than 1/200, your drop rate would've become 1.4/200 and even if you continued being luckier than expected then by the time you get to 100,000 kills your drop rate would likely have gotten even closer to 1/200. The same is true if you're very unlucky and you get only 3 drops in the first 2,000 kills, giving you a drop rate of only 0.3/200, by the time you get to 10,000 or 100,000 kills even if you continue being more unlucky than expected your drop rate would likely get closer to 1/200, because the last 8,000 kills or 98,000 kills outweigh the first 2,000 kills, making whatever luck you had or didn't have in the beginning insignificant.
The following users liked this post: Thomy, Someone12116, S Clegane

52
Goals & Achievements / Re: Welcome back to the team
« on: April 16, 2018, 09:13:10 pm »
Welcome back.
The following users liked this post: Blue Bird

53
Suggestions & Ideas / Re: Increasing Loot Chance
« on: April 16, 2018, 03:57:58 am »
Hi, I'm back. So, how about we do this.... After a certain amount of kills the player will get a boosted drop rate for the next kill only.

For example:

JP kills nex 200 times (will use this amount for now for the boost) the next kill will get a boosted drop rate, but this doesn't guarantee anything. Once JP kills Nex the boosted drop rate is reset and he will have to kill Nex 200 more times to get the boosted drop rate again.

Again, this doesn't guarantee a rare drop! You can still go dry after 1k+ kills.
Hi, back, I'm Tulrak.
Players who are unlucky and don't get the rare drop they desire can sell their other drops and buy the rare item from other players.
The following users liked this post: Blue Bird

54
Off-Topic / Re: Lets count to 10,000
« on: April 11, 2018, 05:48:35 pm »
2824
The following users liked this post: Alugis

55
Off-Topic / Re: Lets count to 10,000
« on: April 11, 2018, 10:57:46 am »
2787
The following users liked this post: Jp

56
Off-Topic / Re: Lets count to 10,000
« on: April 10, 2018, 04:37:50 pm »
2773
The following users liked this post: Alugis

57
Off-Topic / Re: Lets count to 10,000
« on: April 09, 2018, 04:35:49 pm »
2701
The following users liked this post: Alugis

58
Off-Topic / Re: Lets count to 10,000
« on: April 09, 2018, 04:11:41 pm »
2541
The following users liked this post: Alugis

59
Off-Topic / Re: Lets count to 10,000
« on: April 09, 2018, 04:11:01 pm »
2537
The following users liked this post: Alugis

60
Off-Topic / Re: Lets count to 10,000
« on: April 09, 2018, 04:10:22 pm »
2535
The following users liked this post: Alugis

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