Why am I winning 0% Shuttles?!?
[SSR] GTMET
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So I'm trying to tank Terran empire missions so I can run a bunch of 10 minute missions for one star emblems. Unfortunately despite the fact that I am using level one crew with no matching traits to the shuttles and they displayed success rate of 0% I have won three of my last eight shuttles. Is there something about the shuttles that I don't understand because it sure looks like the displayed percentage is not coming close to matching the success rate.
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I did that with Section 31 shuttles for several weeks. Had successes on maybe 10% of the shuttles, despite them all being at 0% projected success rate.
Bottom line, I guess, is that 0% doesn't really mean 0%. I would suspect that it's actually built-in to the system that a few of those will succeed in order to help players who are actually trying to succeed on a mission with terrible crew.
Could you please continue the petty bickering? I find it most intriguing.
~ Data, ST:TNG "Haven"
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From what I've heard other players saying in this recent thread of mine, that likely wouldn't work, since apparently event shuttles have no bearing on the difficulty level (and corresponding length) of non-event shuttles for the same faction.
Could you please continue the petty bickering? I find it most intriguing.
~ Data, ST:TNG "Haven"
I normally wouldn't, but since this thing is running for 3 more weeks, thought it would make sense to do that. Any other time I would do exactly what you suggest, although I will need to really work the math to ensure I can still jump start it up to 4 k when ready to engage the event
When I finished the 50th mission I had 35 successes and 15 Fails. However, if I only looked at any 5-10 missions it didn't look like it was very accurate. It would either look like I was very lucky or had very bad luck. It was only when I had a large enough sample that I actually began to see that over time I was getting pretty close to 75%. I'm almost positive had I kept tracking them it would have only gotten closer to 75%.
Ah, eh, this is an old problem, and we know the answer.
If you look at the formula that calculates the success rate of shuttles, you will discover that if your AverageSkill is zero then the probability of success is 1/(1+exp(1.75)) ~14.8%. This doesn't depend on the difficulty - it is always like that.
So sending out shuttles with crew of no skill will always assure a 15% chance of success. This also means you can't lose a shuttle mission by default.
The bug isn't in the way the RNG determines the success rate - the bug is in the visualization. It just displays 0% by default, and it is wrong.
There is something wrong, but it's not in the maths behind the system. It's in the UI.
Does anybody have a shuttle difficulty chart like we do for faction events?
This is one evident example where the display rate differs from the actual success rate. These two have to be calculated using the same formulas and data, no exceptions. If that is not the case it needs to be fixed.
During the early release of starbases that provided wrong bonus to some fleets, also Shan pointed out that the display rate differed from the actual rate and in that instance she assured that the problem would have been addressed.
I hope it will be fixed soon as well as lowered the difficulty level of missions for 2750 and 3500 vp to be consistent with 4000vp missions and not to block new players to overcome those thresholds.
Going back to farming specific 0* items, I agree with Paladin 27 about farming them only during faction events and not by trying to lower the difficulty level outside the events.
knowing that one success is +1 and one failure is -1.5, to keep running the same difficulty level missions you have to keep the rate at 3successes/2failures. you can open at the same time 5 missions, try to succeed the first 3 and fail the next 2. Or open 10, succeed the first 6 and fail the next 4. They have to be in this order. Of course, if you accidentally succeed one of the designed to fail ones... then you'll have to open, run and fail another mission to go back to the previous vp missions.
It takes a long time if you're pulling 5 gold trainers. But once it drops it drops fast. Like I spent almost a week straight tanking section 31 shuttles and was still getting gold trainers, but then once I dropped down to purple trainers it only took a few more failures to knock it right down to 30 second missions.
You hearing this DB? We're forced into goofy work arounds because there's no difficulty selection for shuttles and "common" item drop rates are rubbish. And please, don't "fix" it by turning "basic" and "common" parts into rubbish drops at all levels.