About SOS luck...

A place for general discussion about Silkroad Online. Talk about the game or ask questions. Please keep threads Silkroad Online related.
iSteal
Valued Member
Posts: 467
Joined: Thu Mar 08, 2007 1:45 am

Post by iSteal »

PureOwnage wrote:Yet again ISteal pokes out his nubish head to yet again make a fool of himself. All item drops are randomly generated by use of the Rand() function, which goes hand in hand with probability. No luck is involved. But w/e iSteaL thinks he knows. I shut him up once I'll do it again. (PS: iSteal go Troll on other peoples topics, also keep it up ill make sure u dont bother me anymore)

Lol..shut me up? You never will. I"ll just keep blabbering in your big ass ear until you blow up...happy? i'm sure :) . Yet again...another nub who thinks he knows it all. Rand function? DId your mom tell you that?
<<banned from SRF for racism. -SG>>

PureOwnage
Frequent Member
Posts: 1104
Joined: Thu Jun 01, 2006 6:54 pm

Post by PureOwnage »

Sharpen do you even know what C, C++, C#, Pascal, Perl, Machine Language is? Computer programs that generate an item drop are 100% random. they use the function called Rand() here let me define Rand() for you since you think you know your shit.

The rand() function shall compute a sequence of pseudo-random integers in the range [0, {RAND_MAX}] with a period of at least 232. The rand() function need not be reentrant. A function that is not required to be reentrant is not required to be thread-safe. The rand_r() function shall compute a sequence of pseudo-random integers in the range [0, {RAND_MAX}]. (The value of the {RAND_MAX} macro shall be at least 32767.) If rand_r() is called with the same initial value for the object pointed to by seed and that object is not modified between successive returns and calls to rand_r(), the same sequence shall be generated. The srand() function uses the argument as a seed for a new sequence of pseudo-random numbers to be returned by subsequent calls to rand(). If srand() is then called with the same seed value, the sequence of pseudo-random numbers shall be repeated. If rand() is called before any calls to srand() are made, the same sequence shall be generated as when srand() is first called with a seed value of 1.

Until you can define rand() and all of its functions stfu, as you dont know shit. Until then, dont talk like you do.
<<banned from SRF for rules violations. -SG>>

User avatar
numatan
Common Member
Posts: 117
Joined: Mon Apr 02, 2007 3:57 pm
Quick Reply: Yes
Location: Sparta

Post by numatan »

shoto wrote:
PureOwnage wrote:
PureOwnage wrote:
Seal drops of any kind are random, they use the Rand() function which generates a random number which is then attributed to the drop rate of a Seal item for the each character. Thus it is RANDOM! if anyone says otherwise, they know nothing of MMORPG game coding, and nothing about Silkroad Online. Very Happy

Really Wink
Btw Is about luck and I have found some SOX so little luck I have.


I'll say this again since BlackFox doesnt understand (sorry sweetie but I have played this game since first alpha.) SEAL DROPS ARE NOT BASED UPON LUCk, OR LUCKY ON EQUIPMENT. LUCK IS NOT A CALCULATABLE THING, GAMES ARE BASED ON COMPUTER CALCULATIONS. LUCK IS NOT ELECTRONICAL, IT IS SOMETHING THAT CAN ONLY BE ATTRIBUTED TO THE PHYSICAL WORLD, NOT VIDEO GAMES! That is unless SRO is like MapleStory, so that when you create a character it rolls an imaginary dice that gives your account a certain luck value, WHICH IS STILL BASED UPON THE Rand() FUNCTION FFS. THEREFORE IT IS COMPLETELY RANDOM! Thus Random# does not = luck


haha wow. Too bad its pseudu random...

Absolutely correct.

Computers cannot generate true random numbers, only pseudorandom numbers. They are not completely random but instead are "random enough" to give the appearance of randomness within a small sample.

iSteal
Valued Member
Posts: 467
Joined: Thu Mar 08, 2007 1:45 am

Post by iSteal »

PureOwnage wrote:Sharpen do you even know what C, C++, C#, Pascal, Perl, Machine Language is? Computer programs that generate an item drop are 100% random. they use the function called Rand() here let me define Rand() for you since you think you know your shit.

The rand() function shall compute a sequence of pseudo-random integers in the range [0, {RAND_MAX}] with a period of at least 232. The rand() function need not be reentrant. A function that is not required to be reentrant is not required to be thread-safe. The rand_r() function shall compute a sequence of pseudo-random integers in the range [0, {RAND_MAX}]. (The value of the {RAND_MAX} macro shall be at least 32767.) If rand_r() is called with the same initial value for the object pointed to by seed and that object is not modified between successive returns and calls to rand_r(), the same sequence shall be generated. The srand() function uses the argument as a seed for a new sequence of pseudo-random numbers to be returned by subsequent calls to rand(). If srand() is then called with the same seed value, the sequence of pseudo-random numbers shall be repeated. If rand() is called before any calls to srand() are made, the same sequence shall be generated as when srand() is first called with a seed value of 1.

Until you can define rand() and all of its functions stfu, as you dont know shit. Until then, dont talk like you do.

Alright...where ever you found this. Show me some evidence of this "Rand()" and i'll prove to myself that i am wrong.
<<banned from SRF for racism. -SG>>

PureOwnage
Frequent Member
Posts: 1104
Joined: Thu Jun 01, 2006 6:54 pm

Post by PureOwnage »

Ok you want evidence of the fact that there is a function called Rand() ok 1 sec let me gather multiple entries from websites.
http://members.cox.net/srice1/random/crandom.html
http://publib.boulder.ibm.com/infocenter/wmbhelp/v6r0m0/index.jsp?topic=/com.ibm.etools.mft.doc/ak05373_.htm
http://www.cprogramming.com/tutorial/random.html

Ok, there are you happy, all about Rand()
<<banned from SRF for rules violations. -SG>>

User avatar
SlackerOf2006
Common Member
Posts: 185
Joined: Fri Mar 09, 2007 7:33 pm
Quick Reply: Yes
Location: Oasis

Post by SlackerOf2006 »

Lol... this is kinda funny. The fact is... it's RANDOM.
I have no idea what the coding looks like, but what everyone is saying about a luck being attached to various situations/characters/items makes no sense. When you kill a monster, there's probably a loop that checks to see that the monster died. Once this returns true, the game is going to randomly choose your drops. The event of the monster dying will randomly generate the number of coins/equip/alchemy/SoX/etc that you get along with what kinds you get. Each item has a certain probability of dropping, and this is what decides the drop you will get. An SoX is rare, so the game will probably generate a number from 1 to 1000. If the number happens to be 5, then you get an SoX. (these values are made up and may be totally inaccurate. it's just to make a point)

I've heard some friends talking about lots of crazy things...
Don't use elixirs when it rains cause you will fail more often.
Give your +3 item to a friend and have them +4 it. Then get it back and +5 it the next day. Then count to 4283, bark like a dog, and go jump in the nearest natural body of water. You will get it to +7 for sure the next time you do alchemy.

This is an exaggeration, but the point I'm trying to make is that alchemy/getting SoX is random. People tell me not to do alchemy when it rains or in the center of the city or I can't get an item to +3. So I wait til it rains in the city... and behold! I get it to +3. Someone has one good experience doing something and think it's "good luck". This is a game written in some computer language. This computer language is not going to be nice to you or think you are a cool person.

For those of you that still think there are tricks and such... don't hate me. :P
Last edited by SlackerOf2006 on Fri Apr 20, 2007 12:44 am, edited 1 time in total.
Image (x50)
Image
Level 16
Pure Int Nuker

iSteal
Valued Member
Posts: 467
Joined: Thu Mar 08, 2007 1:45 am

Post by iSteal »

What i meant by "evidence" is the use of "Rand()" function in SilkRoad Online. I dont care about other stuff right now...
<<banned from SRF for racism. -SG>>

PureOwnage
Frequent Member
Posts: 1104
Joined: Thu Jun 01, 2006 6:54 pm

Post by PureOwnage »

iSteal, there is no way to make random numbers for the calculation of drops in a game other than the Rand() function anyone who has coded a game knows this. Now as for proof from the actual game it will take me some time, I will have to open up the actual game files and de encrypt them to locate that line of code in it. And even then I dont think I will be able to locate it client side as the values reside server side, or anyone with programming skills like myself could edit the RAND_MAX to 1 so that only 0,1 would go through the function and we would be getting almost all SOX drops. I will say this you can "believe" what you wish, but if you have any shred of logic in yourself you will know I am right. Whether you choose to admit it is your choice, I'm not saying I am right about every topic on this forum but when it comes to coding I know my stuff man. I am going to a computer college just so I can learn these types of things. Heard of a college called Coleman College in San Diego, California? I go there.
Last edited by PureOwnage on Fri Apr 20, 2007 12:48 am, edited 1 time in total.
<<banned from SRF for rules violations. -SG>>

User avatar
SlackerOf2006
Common Member
Posts: 185
Joined: Fri Mar 09, 2007 7:33 pm
Quick Reply: Yes
Location: Oasis

Post by SlackerOf2006 »

numatan wrote:
shoto wrote:
PureOwnage wrote:
PureOwnage wrote:
Seal drops of any kind are random, they use the Rand() function which generates a random number which is then attributed to the drop rate of a Seal item for the each character. Thus it is RANDOM! if anyone says otherwise, they know nothing of MMORPG game coding, and nothing about Silkroad Online. Very Happy

Really Wink
Btw Is about luck and I have found some SOX so little luck I have.


I'll say this again since BlackFox doesnt understand (sorry sweetie but I have played this game since first alpha.) SEAL DROPS ARE NOT BASED UPON LUCk, OR LUCKY ON EQUIPMENT. LUCK IS NOT A CALCULATABLE THING, GAMES ARE BASED ON COMPUTER CALCULATIONS. LUCK IS NOT ELECTRONICAL, IT IS SOMETHING THAT CAN ONLY BE ATTRIBUTED TO THE PHYSICAL WORLD, NOT VIDEO GAMES! That is unless SRO is like MapleStory, so that when you create a character it rolls an imaginary dice that gives your account a certain luck value, WHICH IS STILL BASED UPON THE Rand() FUNCTION FFS. THEREFORE IT IS COMPLETELY RANDOM! Thus Random# does not = luck


haha wow. Too bad its pseudu random...

Absolutely correct.

Computers cannot generate true random numbers, only pseudorandom numbers. They are not completely random but instead are "random enough" to give the appearance of randomness within a small sample.
I may be wrong... but I thought the random digits were based on something like the miliseconds of the time. Since time continually changes and timing events to happen at the level of miliseconds is impossible, you might as well say it's random. Even if you could time it, there's still the internet connection that varies along with other things.

This isn't saying you are wrong. Just that even though it's not completely "random" there's no way to get the outcome you want.
Image (x50)
Image
Level 16
Pure Int Nuker

User avatar
numatan
Common Member
Posts: 117
Joined: Mon Apr 02, 2007 3:57 pm
Quick Reply: Yes
Location: Sparta

Post by numatan »

PureOwnage wrote:iSteal, there is no way to make random numbers for the calculation of drops in a game other than the Rand() function anyone who has coded a game knows this. Now as for proof from the actual game it will take me some time, I will have to open up the actual game files and de encrypt them to locate that line of code in it. And even then I dont think I will be able to locate it client side as the values reside server side, or anyone with programming skills like myself could edit the RAND_MAX to 1 so that only 0,1 would go through the function and we would be getting almost all SOX drops.


I wouldn't waste your time looking for a drop probability routing inside of the client, as no game programmer in their right mind would have the client calculate drops for the very reason you gave.

But yeah, it's random.

iSteal
Valued Member
Posts: 467
Joined: Thu Mar 08, 2007 1:45 am

Post by iSteal »

PureOwnage wrote:iSteal, there is no way to make random numbers for the calculation of drops in a game other than the Rand() function anyone who has coded a game knows this. Now as for proof from the actual game it will take me some time, I will have to open up the actual game files and de encrypt them to locate that line of code in it. And even then I dont think I will be able to locate it client side as the values reside server side, or anyone with programming skills like myself could edit the RAND_MAX to 1 so that only 0,1 would go through the function and we would be getting almost all SOX drops. I will say this you can "believe" what you wish, but if you have any shred of logic in yourself you will know I am right. Whether you choose to admit it is your choice, I'm not saying I am right about every topic on this forum but when it comes to coding I know my stuff man. I am going to a computer college just so I can learn these types of things. Heard of a college called Coleman College in San Diego, California? I go there.

Yes heard of it....i'm just asking for you to show me this decryption just to see if there is Rand() in SilkRoad online.
<<banned from SRF for racism. -SG>>

PureOwnage
Frequent Member
Posts: 1104
Joined: Thu Jun 01, 2006 6:54 pm

Post by PureOwnage »

numan, there might be a pointer still left in the code that isnt actually working, I have gone into sro back in the beta and found extra code that never seemed to work client side/ but was actually implemented server side :D , anyhow time for class its almost 6:00 UNIX FUNDAMENTALS WOOT! (not really i hate unix -.-)

EDIT FOR ISTEAL: If I could locate the pointer for it client side I'll show you, but I give myself a 10% chance of finding anything, It is most likely server side FTW.
<<banned from SRF for rules violations. -SG>>

User avatar
SlackerOf2006
Common Member
Posts: 185
Joined: Fri Mar 09, 2007 7:33 pm
Quick Reply: Yes
Location: Oasis

Post by SlackerOf2006 »

iSTeaL wrote:
PureOwnage wrote:iSteal, there is no way to make random numbers for the calculation of drops in a game other than the Rand() function anyone who has coded a game knows this. Now as for proof from the actual game it will take me some time, I will have to open up the actual game files and de encrypt them to locate that line of code in it. And even then I dont think I will be able to locate it client side as the values reside server side, or anyone with programming skills like myself could edit the RAND_MAX to 1 so that only 0,1 would go through the function and we would be getting almost all SOX drops. I will say this you can "believe" what you wish, but if you have any shred of logic in yourself you will know I am right. Whether you choose to admit it is your choice, I'm not saying I am right about every topic on this forum but when it comes to coding I know my stuff man. I am going to a computer college just so I can learn these types of things. Heard of a college called Coleman College in San Diego, California? I go there.

Yes heard of it....i'm just asking for you to show me this decryption just to see if there is Rand() in SilkRoad online.

Even if Rand() isn't in SRO, they will have some other method/function that defines a random number or generates a random number. Making a game is pretty much impossible with random numbers. If you do manage, your game probably isn't worth playing.
Image (x50)
Image
Level 16
Pure Int Nuker

User avatar
numatan
Common Member
Posts: 117
Joined: Mon Apr 02, 2007 3:57 pm
Quick Reply: Yes
Location: Sparta

Post by numatan »

SlackerOf2006 wrote:
numatan wrote:
shoto wrote:
PureOwnage wrote:
PureOwnage wrote:
Seal drops of any kind are random, they use the Rand() function which generates a random number which is then attributed to the drop rate of a Seal item for the each character. Thus it is RANDOM! if anyone says otherwise, they know nothing of MMORPG game coding, and nothing about Silkroad Online. Very Happy

Really Wink
Btw Is about luck and I have found some SOX so little luck I have.


I'll say this again since BlackFox doesnt understand (sorry sweetie but I have played this game since first alpha.) SEAL DROPS ARE NOT BASED UPON LUCk, OR LUCKY ON EQUIPMENT. LUCK IS NOT A CALCULATABLE THING, GAMES ARE BASED ON COMPUTER CALCULATIONS. LUCK IS NOT ELECTRONICAL, IT IS SOMETHING THAT CAN ONLY BE ATTRIBUTED TO THE PHYSICAL WORLD, NOT VIDEO GAMES! That is unless SRO is like MapleStory, so that when you create a character it rolls an imaginary dice that gives your account a certain luck value, WHICH IS STILL BASED UPON THE Rand() FUNCTION FFS. THEREFORE IT IS COMPLETELY RANDOM! Thus Random# does not = luck


haha wow. Too bad its pseudu random...

Absolutely correct.

Computers cannot generate true random numbers, only pseudorandom numbers. They are not completely random but instead are "random enough" to give the appearance of randomness within a small sample.
I may be wrong... but I thought the random digits were based on something like the miliseconds of the time. Since time continually changes and timing events to happen at the level of miliseconds is impossible, you might as well say it's random. Even if you could time it, there's still the internet connection that varies along with other things.

This isn't saying you are wrong. Just that even though it's not completely "random" there's no way to get the outcome you want.


Nope, you are correct.

A random number generator requires what is called an "entropy pool", and a lot of times system time is used to fill the pool. Sometimes it's calculated from the noise inside of analog circuits, such as soundcards.

iSteal
Valued Member
Posts: 467
Joined: Thu Mar 08, 2007 1:45 am

Post by iSteal »

SlackerOf2006 wrote:
iSTeaL wrote:
PureOwnage wrote:iSteal, there is no way to make random numbers for the calculation of drops in a game other than the Rand() function anyone who has coded a game knows this. Now as for proof from the actual game it will take me some time, I will have to open up the actual game files and de encrypt them to locate that line of code in it. And even then I dont think I will be able to locate it client side as the values reside server side, or anyone with programming skills like myself could edit the RAND_MAX to 1 so that only 0,1 would go through the function and we would be getting almost all SOX drops. I will say this you can "believe" what you wish, but if you have any shred of logic in yourself you will know I am right. Whether you choose to admit it is your choice, I'm not saying I am right about every topic on this forum but when it comes to coding I know my stuff man. I am going to a computer college just so I can learn these types of things. Heard of a college called Coleman College in San Diego, California? I go there.

Yes heard of it....i'm just asking for you to show me this decryption just to see if there is Rand() in SilkRoad online.

Even if Rand() isn't in SRO, they will have some other method/function that defines a random number or generates a random number. Making a game is pretty much impossible with random numbers. If you do manage, your game probably isn't worth playing.

Yes i know. I do understand there is a random number for each drop in every game, but i'm just making sure that there is/isn't a "Rand()" function
<<banned from SRF for racism. -SG>>

PureOwnage
Frequent Member
Posts: 1104
Joined: Thu Jun 01, 2006 6:54 pm

Post by PureOwnage »

I am not saying that the function they used is called Rand() I am using the name Rand() as a generalized name lol. Wherein my post did I said it uses a function CALLED rand()? I mearly stated it uses the function Rand() (which is a generalization for all intensive purposes).
<<banned from SRF for rules violations. -SG>>

User avatar
xXxownedxXx
Casual Member
Posts: 57
Joined: Thu Apr 19, 2007 5:58 am
Quick Reply: Yes
Location: Oasis

Post by xXxownedxXx »

Sos luck,
How can i start i'm a noob player been playing for atleast 3 days.
I'm lvl 17 with 2 sos's worth about 2 mil in total :)
So yeh i'm lucky.
My noob:xXxQueeNxXx
[[PaCiFiC]]
PuRe StR fIrE gLaViE
LvL 14
Image
Main:xXxownedxXx
[[ZeUs]]
HiGh LvL nUkEr
LvL 39
Image
Image

User avatar
SlackerOf2006
Common Member
Posts: 185
Joined: Fri Mar 09, 2007 7:33 pm
Quick Reply: Yes
Location: Oasis

Post by SlackerOf2006 »

numatan wrote:
SlackerOf2006 wrote:
numatan wrote:
shoto wrote:
PureOwnage wrote:
PureOwnage wrote:
Seal drops of any kind are random, they use the Rand() function which generates a random number which is then attributed to the drop rate of a Seal item for the each character. Thus it is RANDOM! if anyone says otherwise, they know nothing of MMORPG game coding, and nothing about Silkroad Online. Very Happy

Really Wink
Btw Is about luck and I have found some SOX so little luck I have.


I'll say this again since BlackFox doesnt understand (sorry sweetie but I have played this game since first alpha.) SEAL DROPS ARE NOT BASED UPON LUCk, OR LUCKY ON EQUIPMENT. LUCK IS NOT A CALCULATABLE THING, GAMES ARE BASED ON COMPUTER CALCULATIONS. LUCK IS NOT ELECTRONICAL, IT IS SOMETHING THAT CAN ONLY BE ATTRIBUTED TO THE PHYSICAL WORLD, NOT VIDEO GAMES! That is unless SRO is like MapleStory, so that when you create a character it rolls an imaginary dice that gives your account a certain luck value, WHICH IS STILL BASED UPON THE Rand() FUNCTION FFS. THEREFORE IT IS COMPLETELY RANDOM! Thus Random# does not = luck


haha wow. Too bad its pseudu random...

Absolutely correct.

Computers cannot generate true random numbers, only pseudorandom numbers. They are not completely random but instead are "random enough" to give the appearance of randomness within a small sample.
I may be wrong... but I thought the random digits were based on something like the miliseconds of the time. Since time continually changes and timing events to happen at the level of miliseconds is impossible, you might as well say it's random. Even if you could time it, there's still the internet connection that varies along with other things.

This isn't saying you are wrong. Just that even though it's not completely "random" there's no way to get the outcome you want.


Nope, you are correct.

A random number generator requires what is called an "entropy pool", and a lot of times system time is used to fill the pool. Sometimes it's calculated from the noise inside of analog circuits, such as soundcards.

Oh, ok. cool :D. A lot of what I know about programming type things come from friends of mine that program. I just now started taking some computer classes. I'm actually enjoying it and think I'll change my major to some sort of programming field.
Image (x50)
Image
Level 16
Pure Int Nuker

iSteal
Valued Member
Posts: 467
Joined: Thu Mar 08, 2007 1:45 am

Post by iSteal »

PureOwnage wrote:I am not saying that the function they used is called Rand() I am using the name Rand() as a generalized name lol. Wherein my post did I said it uses a function CALLED rand()? I mearly stated it uses the function Rand() (which is a generalization for all intensive purposes).

OH LOL...THAT CHANGES EVERYTHING...
This whole arguement was a big piece of liter than...
Yes i agree that in general there is a random function on drops.
I thought you meant that "Rand()" was a specific odd function in the program...=/
Haha sorry
:wink:
<<banned from SRF for racism. -SG>>

User avatar
SlackerOf2006
Common Member
Posts: 185
Joined: Fri Mar 09, 2007 7:33 pm
Quick Reply: Yes
Location: Oasis

Post by SlackerOf2006 »

iSTeaL wrote:
PureOwnage wrote:I am not saying that the function they used is called Rand() I am using the name Rand() as a generalized name lol. Wherein my post did I said it uses a function CALLED rand()? I mearly stated it uses the function Rand() (which is a generalization for all intensive purposes).

OH LOL...THAT CHANGES EVERYTHING...
This whole arguement was a big piece of liter than...
Yes i agree that in general there is a random function on drops.
I thought you meant that "Rand()" was a specific odd function in the program...=/
Haha sorry
:wink:

Serious? Why argue about that? lol, now that that's over with...
Image (x50)
Image
Level 16
Pure Int Nuker

PureOwnage
Frequent Member
Posts: 1104
Joined: Thu Jun 01, 2006 6:54 pm

Post by PureOwnage »

now its BEER TIME!
<<banned from SRF for rules violations. -SG>>

Reebok1019
Casual Member
Posts: 91
Joined: Thu Apr 12, 2007 2:45 am
Quick Reply: Yes
Location: Athens

Post by Reebok1019 »

Found 2 sos items in one day 4D items and one a few weeks later.. then from lvl 28 till now... NOTHING :banghead: :banghead:
Athens
Lvl 80
Build: 1:1 Hybrid Spear

Post Reply

Return to “Silkroad General Discussion”