NO MULTIPLIER BONUS, in 280 galaxy gate spins?

Discussion in 'General Archive' started by ZÿИΛPS™, Dec 17, 2013.

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  1. Hello,
    I recently collected 4,2k palladium. It usually takes around 2 hours. After collecting it, I go to sell the cargo and click the spins. However, the latest spins have left me disappointed. For the reason that, I clicked all the spins one by one and only received 1 multiplier? I haven't ever come across the GG spinner doing this. Has a new update come out restricting the amount of multipliers released?

    I would like some answers please. :mad:




    Thanks for your input.
     
  2. cooljak96

    cooljak96 User

  3. I don't think anyone understands my post...I am not receiving multipliers! Okay? That means I dont get any x2, x3, x4 x5 and x6 chances..All I get is ammo, nano and gate parts...WHAT HAS HAPPENED TO MY GATE SPINNER?...
     
  4. cooljak96

    cooljak96 User

    I understand your question fine. Multipliers are pieces you have already received, but since you already have that piece, you get a multiplier instead. You just stated that you are only getting ammo, nano AND GATE PARTS. This means that if you are building a large gate (100+ parts), it is less likely at the beginning to get a multiplier. You would get a part instead.
     
  5. Ppl are reporting anomalies in the ggg, all that can be said is to not spin if you feel like you're losing.
     
  6. There is something wrong with GG spins cooljak that is his point, it now takes me 1k+ to build a lambda for christs sake. This game is scamming us not only with money, now with the only thing free players could rely on.
     
  7. -Pacman2-

    -Pacman2- User

    >Here< is a related thread in which Astraea has posted

    "So I will pass the request along to have the percentage on the gates checked."

    with a link to a related thread on the old forum.
     
  8. Thanks Pacman,
    I would just like to say that within the graphs that I have observed something is missing from the data? It has been calculated that, the lowest multiplier spins are the cheapest option at x2. However, he never suggested how much it costs at not using the multiplier at all (baseline)? Therefore, I suggest NOT to use the multiplier until let's say 77% OF 120 parts of kappa come out (taking into consideration that once the multiplier hits the succession of x6 it automatically produces something and it's tough luck if you get 6 gate parts so early).
    To simplify, start using the multiplier at around 108 parts then use x2 multipliers. It is definitely a good way to do it. I personally have tried and tested this formula and it works. However, I would still like to see the raw data for not using the multiplier at all.

    One more thing, hypothetically; you have to imagine each gate part as a lottery number in a hat...At the beginning there is an ample chance of receiving a gate part because the there is an abundant of parts. On the other hand, as you gain more gate parts they become scarce. If you happen to hit the duplicate parts more and multipliers come out. However, the percentages are reduced because of all the other goodies remaining in the hat. This is were the beauty of the multipliers kick in, you basically have "buzzed up" the multiplier because you never hit it once throughout each single spin of the gate. To add you keep hitting the duplicates which entails more multipliers.
    It isn't rocket science. All you have to do is think. Please someone get the data for not using the multipliers at all....
    Ohhh, it will certainly hit a times six gate part along the line by itself...that needs to be addressed also.
    One very last thing is it a 13% chance of a part each press of the button, gate or overall?

    [​IMG]

    As you can see no data for not using the multiplier? But the trend shows it is cheaper and cheaper as it goes from x6-x2..It would be good to see the price for not using it and consideration given to the automatic multiplier randomly being generated. (*exclusion of new gates in this data).
     
    Last edited by moderator: Mar 9, 2014
  9. zynaps x6 multiplier means u dont use the multiplier u just click until the multipliers goes x6 then it resets.
    By this method he is saying that you are going to use much more uridium
     
    ZÿИΛPS™ likes this.
  10. The multiplayer automatically works when it gets to x6
     
  11. I find it best to just do 100's till I get so many left, then do single spins. However DO's spins as said, are not correct, and we spin more and more each time. Takes me MORE and MORE and MORE to get a gate up.
     
  12. -Pacman2-

    -Pacman2- User

    Hi ZÿИΛPS™, just to clarify a few things.

    Each time you spin, there should be a 13% chance you will receive a gate part, so
    on average you should typically receive a gate part every 7.69 spins.
    ( sometime you might get 5-6 in a row or none in 100 or more spins. )

    If we use the lambda gate as an example:-
    There are 45 part, when you receive a gate part, the materialiser will randomly pick one of the 45 parts.
    So lets say the materialiser on the first 100 spins randomly picks parts 1 to 13.

    On spin 101, (if you receive a gate part) it will still randomly select from parts 1 to 45, if it happens to pick any of the parts from 1 to 13 you will receive a multiplier x2.

    If you do not use the multiplier and you receive a gate part on spin 102, it will still randomly select from parts 1 to 45, if you get any of the parts from 1-13 your multiplier will go to x3.

    Each time you get a gate part it will randomly pick from all 45 parts.

    Each time it selects a part that it has already selected it will in crease the multiplier by 1 count until it get to x6,
    on the next time the materialiser select a part it has already selected it will automatically use the x6 multiplier.

    So there is no option to spin with 0 multipliers ( except for when you have not hit a duplicate since the last time you used the multiplier ) as each time you receive a duplicate it add that to the multiplier ( except for on the 6th duplicate if you do not use the multiplier which will automatically use it. )
     
    Last edited: Dec 19, 2013
  13. wen u get a multiplier x2 use it dont let it go to x 4 or more if u do the math u will see
     
  14. -Pacman2-

    -Pacman2- User

    You could have posted the maths, Like I have for other calculations, so no one else needs to;).
    I've never been bothered to go though the maths to see if it actually makes any difference before you get to 5 parts left using the x6 multiplier ( and for A,b,y gates 5 parts on any of the gates) for some reason I'm not confidant that I will get the maths right although I'm 99% ( that's my 99% not DO's
    :D) confidant it is simple, but would hate to post it wrong.:D
     
  15. Hi, I understand what you are saying it is at the other end of the spectrum...Lol, I missed that..I knew I overlooked something...However, people always struggle for the last parts and I have heard this so many times, therefore, I still suggest not using the multiplier...For the reason that, I have found that if you use- lets say- an x5 multiplier (and it gives the gate parts) early on the the gate, you just make it more difficult to receive parts later on (also you don't need to use it because the gate parts come out easily).

    The important point I'm trying to make is a automatic x6 early on in the gate giving 6 parts is a bad thing...However, sometimes it doesn't give them...therefore, whether you spent more or less, the point is when you finally start to use the multiplier (x2, 3, 4 , 5 or 6) at the end of the gate and you will recieve the last parts with ease!
    (btw, I have tried and tested it, it works)...


    Lastly, sorry about missing the point with the x6 from the graph...that was a noob mistake...
    Comprende?
     
  16. -Pacman2-

    -Pacman2- User

    Having looked at the gate yield from virtually when I started spinning gates ( in that post there is a link to one of my post giving data from back in 09).

    My first ever Alpha gate took me something like 85K uri to get ( I haven't checked my post so it may be a bit different from that) to get my last alpha part. When most were getting 4 alpha's/2 Beta's /1 gamma.
    And my second beta was almost finished before I completed my first Alpha.

    Note. The 1 billion spin simulator gives the cheapest Beta at 200k (well at 0.4% of the time over 1 billion spins) so my first Alpha back in 2009 cost me considerably more that what it should have considering the 1 billion spin simulator. Unless I was incredible unlucky. :rolleyes:
    (My last gate cost me 103k from memory( it is posted in the old forum and i have the data to check ), so in real terms it isn't that much higher
    However I received both part as new part and not from a multiplier. Which may or may not be significant.;))

    So I truly thought something was wrong, ( and at some level I still do ) however the a,b,y gate probabilities are very complex, as they are affect by each part you receive( because there is, or at least was a different probability for each of the 3 gates). The other gates are much easier to work out the cost from any point.

    The problem is, it is so difficult to judge if the cost of any particular gate fits into a normal distribution.

    Unless you have a significant amount of data from a significant amount of accounts.

    However we are seeing players posting costs for alpha in excess of 200k ( including me with my last alpha costing about 10% more than the 99.6% of the cost of all gates spun with a 1 billion spin simulator.

    The issue is we do not know if it is just the tail end of the distribution or a significant amount of accounts with high costing gates.


    DO could post the statistical data for all gate spins per account ( no need to see who's account.;))
    or much better, still place it in a location for us to look at all the data.

    So we could at least see if our data was statistically within the normal distribution.
    But as they have chosen to remove the players on-line from the 2 location we have been posting it can be found, I don't hold up much hope in DO having transparency.:(

    It is a shame DO chooses to not be transparent, as this just leads to a perception that is far worse than reality. And trust me our perception is far worse than reality, But we are only human.

    PS I missed the key point relating to the Thread title. :rolleyes:

    The issue is, the probability of receiving a gate part on a multiplier is over 7 time more variable, so it is by far a more random event than getting 13 part on your first 100 spins.
     
    Last edited: Dec 19, 2013
  17. Um.. I have done x5s and x4s and landed gate pieces like crazy, right now it isn't happening but, used to do it right.
     
  18. -Pacman2-

    -Pacman2- User

    That is what happens with chance. ;)

    What also happens is we forget the last good gate and remember the last bad gate.

    What we need to know is .... Is this just chance or ...

    1. Account specific, ( doubt it, but who knows)
    2. A subtitle change in the code, to make the gate closer to the true 13% (The 1 bill simulator would suggest not.) reality as I would suggest the historic post suggest we had far better than 13%.
    3. Players post what they perceive as the actual cost, when actually the good times cost more than thought.

    I record accurate data so I would have to be extremely unlucky an never being extremely lucky?
    But that is possible.
    :rolleyes::(
     
  19. I thought I missed something...
    Moreover, to back this theory even more it doesn't always give the gate parts when it resets at x6!!!!..


    What I have found is that despite the amount the gates costs you certainly wont struggle at the end of the gate when you start using the multiplier..This backs up my formula ..I just wish there was a way to back up my idea?
     
    Last edited: Dec 19, 2013
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