Results 1 to 10 of 723

Dev. Posts

Hybrid View

  1. #1
    Player Arcon's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Quote Originally Posted by Greatguardian View Post
    Fun fact for those of you who don't know how the random/lot system works: It's easily controllable and you can hit 900+ lots any time you want without any third party programs.
    That's my first time hearing this. I find it hard to believe SE would do something that stupid. How exactly does that work?
    (0)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers

  2. #2
    Player Greatguardian's Avatar
    Join Date
    Mar 2011
    Posts
    3,238
    Quote Originally Posted by Arcon View Post
    That's my first time hearing this. I find it hard to believe SE would do something that stupid. How exactly does that work?
    It's a server load saving measure, I'd imagine. Instead of asking the server to generate tons of random numbers (since people /random and lot all the time), your client just sends a ping to the server and the server sends a number back based on when that ping is received. That time is just a measure of the Vanadiel Minute. Each VD Minute can be split 1000 ways. If the server receives your ping at the very start of a new VD minute, you'll roll a 999. If the server receives your ping at the end of a VD minute, you roll a 0. Everything in between is returned linearly.

    There's slight variation based on internet connection speed (speed of light isn't instant, etc), since the number returned is based on when the server receives the ping rather than when the ping is sent, but that's very minor in most cases unless you're living in a country with fairly poor network infrastructure.

    This was all figured out years ago. It's why you can also repeatedly generate the same number (or extremely close to it, variations due to network travel) if you set up a script to /random at set intervals corresponding to the length of a VD minute.

    It takes a bit of skill to pull off, so I'm not really worried about people figuring it out. I rarely ever use this trick, it's generally not worth the effort. It's neat to know, though. I think it's fairly ingenious from an efficiency standpoint.
    (4)
    Last edited by Greatguardian; 01-21-2012 at 02:26 AM.

    I will have my revenge!

  3. #3
    Player Arcon's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Quote Originally Posted by Greatguardian View Post
    It's a server load saving measure, I'd imagine. Instead of asking the server to generate tons of random numbers (since people /random and lot all the time), your client just sends a ping to the server and the server sends a number back based on when that ping is received. That time is just a measure of the Vanadiel Minute. Each VD Minute can be split 1000 ways. If the server receives your ping at the very start of a new VD minute, you'll roll a 999. If the server receives your ping at the end of a VD minute, you roll a 0. Everything in between is returned linearly.
    I'm guessing they changed that then. I'm still having a hard time believing it ever worked like this. I just did a test run and it received /random lots pretty evenly distributed from 0 to 999. Even if that's all due to connection lag (which should be minmal with a fast and responsive wired broadband connection like mine), it still means there's no way to influence it manually.

    Quote Originally Posted by Greatguardian View Post
    I think it's fairly ingenious from an efficiency standpoint.
    Not sure if I'd call it ingenious. If they indeed implemented a linearly cycling system like that it should simply be based on milliseconds with a predetermined (random) permutation, the connection lag would still make it impossible to time it properly and it would be, for all intents and purposes, random. To be ingenious it should be something that people couldn't influence manually. And I don't think lotting occurs often enough for it to be an issue anyway.
    (0)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers