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  #31  
Old June 20th, 2008, 08:58 PM

Coldshard Coldshard is offline
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Default Re: Pythium revelers

I did go and run another test game.. 4 keeps on 4 different terrain types and recruited 50 revelers on each.. at the end there were 22 with +1 nature and 5 with +1 blood total but the distribution between keeps wasn't definitive enough with such a low sample set.. I just got tired of clicking after that

My first two tests definitely went much worse, this one was at least somewhat close overall. Still not really happy with it though.
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  #32  
Old June 20th, 2008, 10:09 PM
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PvK PvK is offline
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Default Re: Pythium revelers

A hypothetical equation comes to mind:

nCOSG * O(P * 1/f) * cPer = nF + nPH

control-oriented strategy gamers * high-payoff/low-probability options * personality coefficient = number of frustrated gamers & paranoid hypotheses
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  #33  
Old June 21st, 2008, 12:43 AM
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JimMorrison JimMorrison is offline
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Default Re: Pythium revelers

Hahaha <3 PvK!

Sounds like a way to finally quantify the elusive "bull**** tolerance" that I have been chasing since I bought EverQuest 8 years ago.
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  #34  
Old June 21st, 2008, 12:45 AM
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Lingchih Lingchih is offline
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Default Re: Pythium revelers

Quote:
PvK said:
A hypothetical equation comes to mind:

nCOSG * O(P * 1/f) * cPer = nF + nPH

control-oriented strategy gamers * high-payoff/low-probability options * personality coefficient = number of frustrated gamers & paranoid hypotheses
Hehe. Nice equation.

Seriously though, if you feel you must have a blood mage, just recruit them until you get one. Send all the rest of them off to die on the front. Or, if you have provinces enough, make one them the heretic province, and send all your failed revelers there to research or whatever.
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