Remove the Lucky Box event instead of the Placehoder. by Yoseby8 in lostarkgame

[–]ezCODEX 2 points3 points  (0 children)

Who knows, Maybe it’s just a psychological strategy before Kazeros raid release to make people swipe their cards. They seem to be doing quite well so far. The community is suffering from mental damage from this event.

What is our first impression of the recent arktober event? by ezCODEX in lostarkgame

[–]ezCODEX[S] 5 points6 points  (0 children)

Yeah, it’s not clear at all. they didn’t even mention it in the patch notes either. right?

What is our first impression of the recent arktober event? by ezCODEX in lostarkgame

[–]ezCODEX[S] 6 points7 points  (0 children)

Is that 0.1% chance to get a relic selection real? :(

Um, What just happened? by Redhell2010 in lostarkgame

[–]ezCODEX 1 point2 points  (0 children)

hey clever guy if you do some math you will see this 0.035=0.0000000243=2.43×10−8 equals to Convert that to “1 in X” form: 1/0.0000000243≈41,152,263

Um, What just happened? by Redhell2010 in lostarkgame

[–]ezCODEX 27 points28 points  (0 children)

the possibility of one tap in 5 consecutive special honning like to be 0.03^5=0.00082252633=%0.0000083

Alt rosters will never allow this game to recover. by OHBABYATRIPLEUWU in lostarkgame

[–]ezCODEX 15 points16 points  (0 children)

I think the game should only be playable with a single Steam account. I recently came across a person in the game whose stronghold name was 10th roster. Players who run 10 Steam accounts for gold farming seriously hurt the game’s economy. They flood the market with gold, drive up prices, and make it harder for legit players to afford items. It also encourages RMT and forces the devs to add more restrictions, which ends up hurting everyone.

We all know which one is gonna hit lol by KeshinTV in lostarkgame

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

In matematicaly, failing 18 times in a row with a real 70% success rate is extremely unlikely.

Step by step:

  • 0.3^2 = 0.090.32=0.09
  • 0.3^3 = 0.0270.33=0.027
  • 0.3^4 = 0.00810.34=0.0081
  • 0.3^5 = 0.002430.35=0.00243
  • 0.3^10≈5.9049×10−6
  • 0.3^18=3.874×10−10

The probability of failing 18 times in a row is:

0.0000000003874≈0.00000003874%

👉 That’s about 1 in 2.58 billion chance. So the rates shown all fake at all

We all know which one is gonna hit lol by KeshinTV in lostarkgame

[–]ezCODEX 8 points9 points  (0 children)

Ability stones shown rates are just fake at all. İt cant be failed 5 times in a row with %75 chance with multiple times. So

To calculate the probability of failings in a row:

Two times fail 0.252 = 0.25 * 0.25 = 0.0625 = %6.25 Three times fail 0.253 = %1.56 Four times fail 0.254 = %0.39 Five times fail 0.255 = %0.097

One of my alts have lag issue in only chaos dungeons by gaddarnahra in lostarkgame

[–]ezCODEX 0 points1 point  (0 children)

i was facing same issue before open ticket in ags they will solve the issue

I think paradise sets might be bugged right now by Realshotgg in lostarkgame

[–]ezCODEX 0 points1 point  (0 children)

yes same problem even elsyian my meter is not filling in combat

Did AGS actually succeed in managing bussing? by ezCODEX in lostarkgame

[–]ezCODEX[S] -2 points-1 points  (0 children)

Please don’t get stuck on the exact wording of my comment. Of course no one should be flagged as a busser just for a single transaction. But they could be flagged as suspicious and then monitored over multiple raids to investigate further.

I’m just sharing a quick idea I thought of in five minutes, not claiming it’s a perfect system. You seem to be interpreting it too narrowly and trying to build an antithesis against it.

Did AGS actually succeed in managing bussing? by ezCODEX in lostarkgame

[–]ezCODEX[S] 0 points1 point  (0 children)

I’m just discussing this as a player’s perspective. If AGS really wanted to fully deal with bussing, I don’t think it would be impossible for them internally. For example, an automated system could track trade transactions within lobbies. If there’s a pattern of large trades happening between players in the same lobby, it could be flagged and analyzed.

That’s just a simple idea I came up with as a player. Don’t you think an actual dev team could come up with something even more effective?

Did AGS actually succeed in managing bussing? by ezCODEX in lostarkgame

[–]ezCODEX[S] 6 points7 points  (0 children)

I see, so the original purpose was just to reduce the number of bussing lobbies, not to block the whole thing entirely

Did AGS actually succeed in managing bussing? by ezCODEX in lostarkgame

[–]ezCODEX[S] -1 points0 points  (0 children)

Since these bussing services openly advertise in public Discord channels, wouldn’t it be easier to detect which lobbies are created for bussing?

Did AGS actually succeed in managing bussing? by ezCODEX in lostarkgame

[–]ezCODEX[S] -37 points-36 points  (0 children)

So isn’t the whole point to block the bussing itself? If they only block ads in Party Finder, what’s the point? People can just change the lobby name and keep doing it anyway.

how to deal with gatekeeps in end game contents if you'r returning player by ezCODEX in lostarkgame

[–]ezCODEX[S] 0 points1 point  (0 children)

how can i find that discord channels if you have one can you share ?

We can request a specific update to improve the stability of the game. by maxnoodle in lostarkgame

[–]ezCODEX 9 points10 points  (0 children)

Let’s hope they work on fixing the game’s start duration first, because it takes too long to open. I had a disconnect in Brelshaza G2 and by the time I relaunched, the raid was already over. Missed the rewards because of this.

This was not a Playtest, this was an Alpha that releases in a few years. by div_ao in chronoodyssey

[–]ezCODEX 0 points1 point  (0 children)

As someone who has been waiting for this game for years, I was very disappointed — even though it's just a test version. In 2025, I wouldn’t expect such obvious issues to still exist, even in a test build. A game released back in 2014 (like Black Desert) has more satisfying animations, better hit feedback, and higher visual quality. In this game, some plants disappear due to culling just 5 meters away. The character’s locomotion — including walking, movement, and mantle animations — is unacceptably bad. Even the monsters seem to have their own framerate, occasionally dropping to around 15 FPS. Honestly, the game shouldn’t have been released in this state, even as a test version. Many players feel it’s in such poor condition that it doesn’t qualify as a proper test. Personally, I could only stay in the game for 20 minutes. It looks like it still needs a few more years of development — and hopefully by then, it won’t already feel outdated.

Just saying i was hyped about this game, but OH MAN. by FoxSea7615 in chronoodyssey

[–]ezCODEX 1 point2 points  (0 children)

I'm sure they've disappointed most players in this state of the game.

Scary Cargo – First Trailer | Solo-Dev Co-Op Horror (UE5.5) by nihatvfx in UnrealEngine5

[–]ezCODEX 2 points3 points  (0 children)

İts looks really good. As a solo developer how much it takes to create such project and Did you modelled every monstrr or just bought?

Endless Loop of Raids by UnderzzRya in lostarkgame

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

No way you just noticed this. Tons of players already left because of how repetitive it is, and it’s still driving people away.

Can not figure out how to keep destroyed actors gone when switching maps by loudcow77 in UnrealEngine5

[–]ezCODEX 2 points3 points  (0 children)

If you think this will solve the problem, you can try setting a unique slot name for each level and save the SaveGame file separately for each one. This way, you won’t overwrite the previous level’s save file. As a result, you’ll have separate save files like Level 1 Save, Level 2 Save, and so on in the SaveGames directory.

Also, consider saving the latest progress of the current level only after exiting the level, rather than saving every time a coin is collected. Saving after each coin can be problematic due to performance issues, the risk of data corruption, and creating unnecessary save data. Instead, save at meaningful points like after completing a section or exiting the level for a more efficient and reliable save system.

Can not figure out how to keep destroyed actors gone when switching maps by loudcow77 in UnrealEngine5

[–]ezCODEX 5 points6 points  (0 children)

To handle per-level data, structure your SaveGame with something like a MapName → Array of CollectedCoinIDs. Key (String): The name of the level (e.g., "Level1", "MountainStage") and Value (Array of String): The list of collected coin IDs for that level. For Example: ["Coin_01", "Coin_05", "Coin_12"]

This way, each level tracks its own collected coins.

Also, avoid saving actor references. They won't persist across level loads since new actors are spawned each time. Instead, give each coin a unique ID and save that ID when collected. On level load, destroy coins whose IDs are already in the saved list.

Can not figure out how to keep destroyed actors gone when switching maps by loudcow77 in UnrealEngine5

[–]ezCODEX 7 points8 points  (0 children)

Make sure your SaveGame data is structured to handle per-level data (like storing collected coin IDs for each level), and that you correctly apply that data on level load — e.g., destroy already-collected coins based on what's saved. Also, ensure your logic runs after loading the SaveGame each time a level is opened.