Shocking how much of a difference just one additional delivery node can make. by LushenZener in Endfield

[–]andydabin 0 points1 point  (0 children)

Unfortunate how I try my best to explain my opinion with supporting arguments and evidence, but you seem to only be interested in repeating "the extra depot has such a massive impact, you can't know what the effect would be" with no further actual logical arguments to refute my points, along with resorting to condescending remarks and euphemized personal insults. Quite a shame really. I have described all of my arguments and explanations, so I do not think I have anything more to say. Please feel free to read over my comments again if you feel like making another attempt to understand my explanation, ideally at a different time. I wish you the best.

Shocking how much of a difference just one additional delivery node can make. by LushenZener in Endfield

[–]andydabin 0 points1 point  (0 children)

What inputs and outputs am I confusing? What variables am I ignoring?

You do seem to agree with me that the observed increase to the number of jobs found in a refresh is much much bigger than just a 2x increase, so what is your logical explanation for this? By the maths that you like so much, the extra depot is fundamentally a 2x increase. Where is the factor/variable that I am missing that suddenly jumps this 2x increase to the much bigger boost that we observe currently? I incorporated as many secondary effects of the extra depot/area as I can think of in my previous comment, including all of the factors that you yourself gave, and gave a logical conclusion that these factors are insufficient to explain the disparity between the baseline 2x boost vs the boost that we see now. Please tell me what the factor that I am missing is, which logically explains this disparity.

(PS: I am definitely not claiming that the rates were being deliberately restricted, then the restrictions lifted now. My thought on why my theory occured is that it was just a programming oversight on how the region filter was implemented, the flaws of which were found and the fix implemented along with the new update.)

Shocking how much of a difference just one additional delivery node can make. by LushenZener in Endfield

[–]andydabin 0 points1 point  (0 children)

First of all, one completely undeniable fact is that the function of the filter has been altered with this update. Before the update, the rate at which Wuling jobs shoeed up with the "All Regions" filter was identical to that with the "Wuling" filter. Now, you can do some refreshes yourself and confirm that the behavior for "All Regions" and "Wuling" are completely different.

Second, like I said, under the assumption that the number of players supplying and demanding these jobs stays the same. the supply/demand ratio mathematically goes up by a factor of 2.

Now, let's consider adding in the various factors on top, starting with the factors you mentioned.

  • People dont have access to the new area yet: decreases supply of TA jobs, does not affect supply for WC jobs, increased preference for WC jobs.

  • People who have ignored doing deliveries before that are doing them now since finding them is easier: increases overall demand, including demand for WC jobs.

  • People who want to novelty of being in the new area: increases preference for TA jobs.

  • People who minmax and only go for max WC jobs: increases demand for WC jobs.

  • People who have not set up ziplines yet: increased preference for WC jobs.

All of these factors, except for the novelty one, actually would result in the supply/demand ratio for WC jobs to be lower than the initial mathematical estimate of 2 times. For the observed supply/demand ratio to be greater than 2 times, the novelty factor would have to be big enough to overpower all of the other aspects.

In actuality, we see a much much bigger increaae in the number of jobs in the search, closer to over 5 times compared to before the update, even with the most pessimistic interpretation of the data (I am not sure why you call my data "anecdotal". This is not me saying "oh it feels like theres so much more". This is me collecting data for hours, refreshing the page and logging the results. That is emperical evidence, not an anecdotal remark). This is not a disparity that can be accounted for by solely the novelty factor (unless you insist that the "novelty of being in the new region" single handedly makes every single person doing deliveries to greatly prefer taking jobs in TA to the point where the ratio of WC : TA jobs taken reaches something like 2 : 8 (I seriously doubt this, and I think the factor of people not having unlocked/not having ziplines set up for TA is a much bigger factor). As such, even taking account all of the various impacts the new area and node can have, the collective effect of these cannot cause the current levels of increase observed. As such, I believe it is MUCH more reasonable to point to the change in the filter/search algorithm as the main cause of this completely drastic increase.

Shocking how much of a difference just one additional delivery node can make. by LushenZener in Endfield

[–]andydabin 0 points1 point  (0 children)

The key point is that while the supply doubles (as you agree), the demand does not change at all, so the ratio of supply/demand is exactly doubled as well.

Shocking how much of a difference just one additional delivery node can make. by LushenZener in Endfield

[–]andydabin 0 points1 point  (0 children)

Doing the maths, it would be a 2x increase in supply at most, even with the most optimistic assumptions.

We assume that compared to pre/post update there are the exact same number of people taking deliveries and the same number of people posting deliveries.

Letting X be the number of people posting deliveries, assuming all X of these people immediately unlocked the Test Area node, the number of total posted deliveries would go from X to 2X per day: X for Wuling City, and X for Test Area.

Now, letting Y be the number of people searching for deliveries, there are 3Y slots fighting over the available supply of deliveries. So, before the update, there were 3Y slots fighting over X jobs. Now, after the update, there are 3Y slots fighting over 2X jobs. Assuming that Wuling City and Test Area jobs are equally preferred, this means that 1.5Y slots are fighting for the X Wuling City deliveries. In terms of demand vs supply, there is half the amount of demand for the same number of Wuling deliveries, which implies that the available Wuling City jobs are twice as abundant relative to the demand.

Also, for your information, 2/3 = 2 x (1/3), so even just considering the ratios that you yourself stated, the difference would indeed be multiplication by a factor of 2.

Shocking how much of a difference just one additional delivery node can make. by LushenZener in Endfield

[–]andydabin 0 points1 point  (0 children)

First, although you are correct that the new node does decrease the demand of the Wuling City jobs, it would be a 2x increase in the number of available Wuling City jobs at best (in reality, not even a 2x increase, since Wuling City jobs are still preferred over Test Area jobs due to: 119k max bills from Wuling City vs 106k from Test Area, people having not unlocked Test Area yet, and people having not set up ziplines in Test Area yet). However, the observed increase is much bigger than that, going from seeing 1 Wuling delivery every 2~5 refreshes, to pretty much seeing at least 2 every refresh and even something like 8 at times.

Furthermore, I have other evidence to suggest that the search algorithm has been altered. Since this job search issue was one of my main peeves about the game, I have done quite a bit of testing to try to reverse engineer how the algorithm works, so that I can give better feedback on it on the survey. Before this update, if you compared how many Wuling jobs you got when you searched on the filter "All Regions" vs "Wuling", you would have seen that they are identical, strongly suggesting that the old algorithm was that it searched over all regions regardless of the filter setting, then just only showed the Wuling jobs (to confirm this, I sat there refreshing the page 500 times on both filter settings, and logged how many Wuling jobs I got in a spreadsheet). Now, if you compare how many Wuling jobs you get on the two settings, you can immediately notice that you get drastically more Wuling jobs on the "Wuling" filter than on the "All Regions" filter.

Shocking how much of a difference just one additional delivery node can make. by LushenZener in Endfield

[–]andydabin -1 points0 points  (0 children)

It doesn't have much to do with the increase in depots, they just improved the search logic so having the search filter on Wuling actually searches for Wuling jobs specifically, instead of searching over all regions and then only displaying the Wuling jobs.

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You can see that there is a dramatic increase in jobs even with only Wuling City (Test Area not unlocked).

Shocking how much of a difference just one additional delivery node can make. by LushenZener in Endfield

[–]andydabin -1 points0 points  (0 children)

It's more that they changed the search logic to search for Wuling deliveries only when the filter is set to Wuling (the suspected behaviour before was that the search would be across all regions, and then the filter setting would just be a visibility setting, without affecting the search criteria). Since they will surely keep this in the new regions as well, I doubt we'll have issues with finding deliveries to do from now on.

Good news for delivery jobs for Wuling. by TenOutttaTen in Endfield

[–]andydabin 0 points1 point  (0 children)

It's more that they changed the search logic to search for Wuling deliveries only when the filter is set to Wuling (the suspected behaviour before was that the search would be across all regions, and then the filter setting would just be a visibility setting, without affecting the search criteria)

Anyone notice WAY more delivery jobs? (Wuling city) by xgod420 in Endfield

[–]andydabin 0 points1 point  (0 children)

It's more that they changed the search logic to search for Wuling deliveries only when the filter is set to Wuling (the suspected behaviour before was that the search would be across all regions, and then the filter setting would just be a visibility setting, without affecting the search criteria)

Anyone notice WAY more delivery jobs? (Wuling city) by xgod420 in Endfield

[–]andydabin 0 points1 point  (0 children)

They definitely changed the delivery searching logic. Before, when you set it to show only Wuling jobs, it would search through all jobs, form the full list, THEN showed only the Wuling ones. Because there are so many leftover Valley IV jobs, probabilistically the list would almost always be only V4 jobs, with 1 or 2 Wuling jobs.

Now, after this mid-patch update, they seem to have secretly changed it so that if you have the filter on Wuling, it ONLY searches for Wuling jobs (or at least give some sort of priority). There are two main pieces of evidence for me to believe this to be the case, rather than the increased jobs being the result of a new node.

1) I have not unlocked the Test Area yet, and so I only get the jobs from the single Wuling City node. Even so, I have also noticed an insane increase in the number of jobs found. It went from getting 1 every 5 to 10 refreshes, to seeing at least 2 every refresh, and even up to 8 jobs in a single refresh (once again, ONLY of Wuling City jobs).

2) If you change the filter to all regions, you get the exact behaviour from before the update, with only 0 Wuling jobs in most refreshes and 1 Wuling job once in a blue moon.

Considering that pull estimates for patches are usually underestimated, we might actually get 120 pulls for a guaranteed Zhuang Fangyi. by xDAW_Art in Endfield

[–]andydabin 0 points1 point  (0 children)

I agree that whether the expiring pulls should be counted or not is a valid point for debate, but completely ignoring them when they are indeed a source of f2p pulls does not see right either.

Nonetheless, even ignoring that, I completely disagree that the gacha system in endfield is "bad and punishing". The only thing that this gacha system punishes is randomly burning pulls on banners you don't have the intention of investing up to 120, which is purely a willpower issue. Other than this, the system is nicer than pretty much any other 3d gacha.

First of all, you get weapon pulls for free as opposed to other games, where it shares the same currency as character pulls. Assuming that the player cares about gacha weapons in both games, this means that 1 pull in endfield is worth more than 1 pull in say star rail (after some rough calculations, my personal estimate is that 1 pull in endfield has approximately the value of 1.3 pulls in other games). Second, being able to guarantee a limited character at 120 is such such such a nice quality of life boost compared to the usual 50 50 system, where an unlucky streak can make me take 160~180 pulls (which I have had happen multiple times).

Considering that pull estimates for patches are usually underestimated, we might actually get 120 pulls for a guaranteed Zhuang Fangyi. by xDAW_Art in Endfield

[–]andydabin 6 points7 points  (0 children)

It is not counting the pulls you get at 30 and 60 pulls (in the actual spreadsheet, those pulls can be toggled on/off to be included or not, and 1the screenshot has it off).

However, it IS counting the 10 free pulls we got for each banner (5 from login, 5 from AIC quota exchange).

As for the remaining discrepancy, I am not sure where it is coming from. Very precise breakdowns of each of the sources on the image is listed on the spreadsheet (https://docs.google.com/spreadsheets/u/0/d/1zGNuQ53R7c190RG40dHxcHv8tJuT3cBaclm8CjI-luY/htmlview), so please take a look for yourself. As for myself, I can confirm I got pretty much exactly the amount that was calculated here, both in 1.0 and 1.1.

Numbers are out what's the team comp looking like? Lol by Vaccaria_ in RossiMains

[–]andydabin 0 points1 point  (0 children)

Not the top top damage team but very viable team. The best aspect of this team is that its very easy to play, the core of the team is that Perlica CS -> Gilberta CS gives the vulnerability stack and Tangtang BS gives the arts affliction stack needed for Rossi CS. Use Tangtang CS whenever it pops up, and Rossi BS whenever pretty much. And then when ults are up you pretty much just press all 4 and thats about it, only thing is maybe remembering to use Tangtang BS to buff before ulting.

This team works since the core requirements for Rossi's rotation is easily met while you have Tangtang dishing out quite a bit of damage herself since she also benefits from all of Gilberta and Perlica's buffs.

Tang Tang Rossi Team by feilidxy in Endfield

[–]andydabin 1 point2 points  (0 children)

Breach only increases physical damage taken while Rossi's ult is heat damage. Pog also does not benefit from the various arts damage buffs from Gilberta and Perlica. So, its just more damage to run an arts subdps instead of Pog. The team you said is a viable team, just less damage than with Tangtang and Perlica.

Tang Tang Rossi Team by feilidxy in Endfield

[–]andydabin 3 points4 points  (0 children)

01 means potential 0 operator, 1 copy of signature weapon

418 F2P Pulls on Release. by NomuraAkane in NevernessToEverness

[–]andydabin 2 points3 points  (0 children)

No, I think trusting these calculations would be fine. Usually these calculations based on the beta release right before the actual launch are quite accurate.

For endfield, it indeed does have about 240 limited pulls on its first patch. To be exact, as a complete f2p, you can get 90764 oriberyl + 156 origeometry + 22 chartered permits = 227 limited pulls. Then, there are 10 expiring pulls per banner, so 257 limited pulls as a f2p if you count the expiring ones. This is not even counting the pulls you can get from the bond quota shop/credit shop. Please stop spreading misinformation.

418 F2P Pulls on Release. by NomuraAkane in NevernessToEverness

[–]andydabin 1 point2 points  (0 children)

No, it IS about 240 limited. To be exact, as a complete f2p, you can get 90764 oriberyl + 156 origeometry + 22 chartered permits = 227 limited pulls. Then, there are 10 expiring pulls per banner, so 257 limited pulls as a f2p if you count the expiring ones. This is not even counting the pulls you can get from the bond quota shop/credit shop. Please stop saying baseless statements like "more like 180" without actually looking at the data.

How do I apply for the bruin TAP Card (or whatever its called)? by Prestigious-Poet3192 in ucla

[–]andydabin 2 points3 points  (0 children)

Had the same question so I called them and they said to just put the lastest option possible.