thanks @Emberguard
but
still includes randomness
only with different percentages ("most likely" sounds random)
If you press the D key on the keyboard on the GBG, then we will see the number of slots in each sector. If we look at the goods in each sector, summarize them by era, then we get “instock”.
Sorry, it's hard for me to find the right terms without knowing the language.
Your reasoning is wrong for 2 reasons:The number of goods on GBG does not match the number of players in eras. I will give one example, but, in 2023, this always happens. Moreover, the excess accents are really random.
Before the start of the GBG, I write down all the members of the guild.So over how many sectors are you summarizing on the map? Is that the entire map? Or did you miss some of the sectors? Is this for 1 season?
Did you make sure you're only counting participating members? Not anyone that joined mid-season?
Yes, the amount of goods in an era must match the number of players in the guild. It's right. In theory. In practice, this is not the case.Also, something that brings in even more variety: Only the distribution is weighted based on player eras. The amount distribution is still random.
So lets say we have a building costing 3k goods and 5 guild members, 3 in SAJM, 1 in VF and one in HMA. This makes the chance for these goods to be required 60%, 20% and 20%.
Lets just say for that one building we now need 2 SAJM goods and 1 HMA good. Now the amount is decided. That is random, so it can happen that you only need 1 of each SAJM good and 2998 of the HMA good. Herr it does not matter how many are in these ages.
This results in a further spread, however it does not change, that on average you need more goods for the age you have more players in the guild.
I make observations on all sectors on the map.Your reasoning is wrong for 2 reasons:
- making your observation on ten GbGs will never be representative
- you make an observation in relation to the sectors that interest you and not on all the sectors present, the quantities of which you cannot see until you have conquered them.
Around your HQ you have 3 sectors which already do not cost the same goods, how can you then draw a reliable consequence?
With my guild from the FR world, we have been tracking the costs of the camps as well as the inflows and outflows of goods for 3 years. It turns out that the cost of the camps conforms in proportion to the number of members present in each age.
It is very interesting!With my guild from the FR world, we have been tracking the costs of the camps as well as the inflows and outflows of goods for 3 years. It turns out that the cost of the camps conforms in proportion to the number of members present in each age.
I think Juber just said that it is not a "must". It doesn't matter how many players you have in one specific era 1 or 10. Goods requirement is based on random formula.Yes, the amount of goods in an era must match the number of players in the guild. It's right. In theory. In practice, this is not the case.
Within the era, a random selection.
I don't want to prove anything. Especially if you think that random numbers are not controllable.I think Juber just said that it is not a "must". It doesn't matter how many players you have in one specific era 1 or 10. Goods requirement is based on random formula.
I also think you are trying to find something that doesn't exist. First of all if you want to prove something is broken you need to present much longer time frame statistics facts. I would say at least a year. In this case with goods it should be longer.
I saw people discussed this topic earlier that goods requirements in GBG are not actually random and Inno has some shady algorithm that hits your guild with a specific type of goods every GBG season or at least for a few seasons in a row. This is BS. I'm sorry to disappoint.
When you say "the required goods has already been changed in relation to 2022" prove it. Those numbers you showed us above don't prove anything. Otherwise it is just blah blah blah.I don't want to prove anything. Especially if you think that random numbers are not controllable.
I drew your attention to the fact that the algorithm for calculating the required goods has already been changed in relation to 2022.
And, Watchtower and Siege Camp on guild battlegrounds are not required to reduce guild activity.
I drew your attention to the fact that the algorithm for calculating the required goods has already been changed in relation to 2022.
at 150 attrition the max enemy boost / goods cost is reachedPlease...is in CB..max attrition? Or not. Thanks.