Kaiser Wrote:When I said clicks were counted, I meant (successful) clicks (ones that consumed ammo). It is not me who is excluding lag as a possible answer, it is Ethernet technology and IP communications that exclude lag. The likelihood of the perfect situation needed for lag to be the answer here is slim and rapidly approaching none. When you add the fact that the results can and have been repeated many more than one time it makes lag a virtually impossible situation.
Like I said in a previous post, it depends on when/how the test are made. What ethernet has to do with it all, beats me, unless you are doing those tests at MA's serverpark. The protocol that is most likely used is UDP which is an unrelyable way of sending data.
However, since you say you counted the ammo use instead of clicks, you will get much more relyable results, as it reduces or maybe even rules out the influence of lag. Unless ofcourse, the looted ammo was used again. Information like this is very important to interpretate the test results correctly, that is why I asked in the first place.
Quote:I actually do not see where I contradicted myself. I said the same thing multiple times although admittedly I did use different words but the semantics are not the issue here. You are relying on the semantics of the language I used to get the same point across. Stating something in two different manners does not have an effect on the validity of the data though. Now, time of day is a relative term. To me a "time of day" may be a 4 hour period for you "time of day" might be a 30 minute period.
This is why it is important to define the exact test situation, so there is no need for intepretation. A difference between 17:00 or 19:00 can be huge in terms of serverload, while the difference between 12:00 and 14:00 can be minimal.
Quote:Either way the test Travis did has been done by others at different "times of the day" and have all had the same result.
Just like others have done tests that did show a difference.
Quote:I do have a question though, where did you come up with the 91% figure for a maxed HA weapon? That is a different number than I have heard. I have heard the number is significantly lower. One thing I would like to point out though is if 91% is maxed that means each full HA point would give you 9.1% hit rate. By your theory (linear progression) a new player with a 1.0 HA let's say would miss 90.9% of their shots which is not the case. This tells me that it is not a linear progression which means there is no way to definitively say that it would be a 0%-4% gain. For all we know it could be a 0%-0.5% gain or it could be a 50% gain. Without the knowledge of the progressive curve or how it works it is impossible to say you should expect a gain of no more than x or no less than y.
This have been tested by quite some people. I was not talking about missrates, but about hitrates. So 0HA mean a hitrate of 80% and 10HA a hitrate of 91%. The progression have found to be linear.
Quote:Now, what my overall point about this is, is I myself and the others I know who have tested this all have found that the gain (if any) is absolutely so negligible that it certainly can be explained by standard deviation. imho this means that MA is not providing a service for the increased decay you are paying to use the items.
Now admittedly it is certainly possible that attachments are just rendered useless at some point because the non linear HA gain effect is much smaller at the top than at the bottom. this would actually make sense when you think about it because the skill ladder works the same way. The further you get the less far you get every time you go further (that was confusing LOL).
Anyway, I think this is one of the most fascinating parts of the game, trying to work out how things work. The problem is I also think it gives MA a major veil to say "it's dynamic" when we find things that do not work the way they should, do not provide the value they claim to, function improperly period, or as I believe are fraudulent like weapons attachments.
Overall I agree with this, however, I suggest to read the links I gave earlyer. You will find testresults that actually do show a difference that could be explained by the skillmod of attachments. Like I said earlyer, when you dont publish your tests, they dont care much weight. How were the tests of the others you talk about done? What were the testconditions, what was the expected outcome, etc. With 3HA and a skillmod of 30% I dont think you will ever notice a difference anyway.
If the skillmod works according to theory, it doesnt mean its alway good to use. I have implemented the attachments in the Entropedia weaponchart, you can play around with it there. You will see that adding attachments results in lower eco in many situations. You can also see the actualy difference they would make, which is quiet small, to give you an impression of how hard it is to test this difference.
Anyhow, unless travis decides to publish those tests, its not realy of any use to discuss it further. I am still not conviced of the effect of attachments, and it will require a very well performed test to convince me.