You place the bet, you win and he goes LD. Some have taken to no pay
until you lose, so you play you lose a couple of times, you win one
and the guy goes LD. No matter what if the guy doesn't wanna pay his
ISP can suddenly go dead!
Most games are "sucker bets".
A good game is double your money games have you roll 100, above 50
wins. that means up 50 loses. That is more than 50%, so the house,
makes 1% by the law of averages.
Many have more than 60 wins, makeing the house 10%. Triple your money
if you roll over 80. That means you will win one in five times, and
the house gains 13%
I wish Sony would BAN the practice, these guys spam zones with
repeated OOC and shouts, put themselves in the most annoying places,
and is rife with abuse.
They dont need to.
Just tell your DUMBASS guildies to not entertain scamming casinos.
I see the whining anytime I should have to go to the bazaar - dumbasses need
to get a clue.
-m
The fact that anybody would even play these player made gambling games is
what mystifies me.
"fooboy" <you_will_not_e...@yahoo.com> wrote in message
news:7cf28864.03050...@posting.google.com...
I'm afraid I gotta agree with all the above replies.
Although I wouldn't go so far as to say all those that play get what they
deserve, that just sounds like it is your right to scam gullible people, I
would say they are fools to be taken in with it.
The /ignore list is now extended to 100 just use it.
Also if you can't afford to lose the money you shouldn't gamble it.
CF
The problem is that the ignore list is limited and as these guys get rep and
delete/create a new character, it gets to be more and more names in my
ignore list. Seriously I have lately been ignoring 2 - 3 people in one day.
The other day I created a character named ripoffcasino and sat him down next
to some casino guy to try and make a point. It did no good as far as I
could tell.
I know it. I wonder the cause of the proliferation of the games. It
makes you wonder.
As far as whining, it is whining until it happens to you, then it is
complaining. Personally, you get what you paid for. Watching a guy go
LD after you hand him cash is a real old time scam, as old as EC
bazaar. :-)
I wish SONY would bring legitimate Casinos into the game. That would be way
cool!!! Put it in the desert outside of Freeport. It would be like
Everquest's version of Vegas. Screw the politically correct response of "We
cannot have gambling in the game because it sets a bad example." Excuse me
but if that is the argument then do away with all fo the KILLING that is in
the game and Sony's "tongue and cheek" approach to things of the occult.
Frankly, going into a zone where you could play card games for PP or
roulette would be killer. Even have slot machines that the Gnomes built.
Have a daily lottery or monthly Power Ball lottery. Cost 100 pp per ticket
for a chance to win 100K pp. Or do a lottery for some Uber Weapon every two
weeks or so. Ok. Maybe the Lottery is taking awy from the Fantasy aspect
of the game. Still, I like the idea of a Zone devoted to Casinos.
Highpass hold was built for exactly this purpose, but they never got around
to doing it. Go look at the gambling tables up there. I recall Brad stating
the idea was for in game 'mini-games' there.
Its kind of sad... there are lots of good little features in EQ that
never made it that arent based around killing everything in sight... another
is the noticeboards in pubs and bars that , if better implemented, could have
been a focal point for finding groups, letting friends know whats up, etc,
far better than the 'oh so immersive' LFG tool.
Matt
This seems to come up here a couple times a year. Consider that people
buy/sell in-game stuff (gear and pp) for RL cash. If you're gambling
with stuffs that have a demonstrable $ value, governments _will_ look
upon it as gambling, which in the good ol' USofA is gonna run afoul of
the law (federal and state) big time. SOE really can't implement
gambling in EQ without getting themselves into serious legal hot water.
kaev
> Its kind of sad... there are lots of good little features in EQ that
> never made it that arent based around killing everything in sight...
another
> is the noticeboards in pubs and bars that , if better implemented, could
have
> been a focal point for finding groups, letting friends know whats up, etc,
> far better than the 'oh so immersive' LFG tool.
>
I totally agree but majority of players don't seem to want an immersive RPG.
They want hack and slash and phat lewt. They their guilds name mentioned
alongside Afterlife and FoH. They want Quake with Swords.../grumble
Don't mind me, I spent the last couple of nights on FV only to leave the
newbie confines of FP and it's surrounding zones (via PoK) to find that it's
not really any different, in attitude, from Bristlebane :ャ/ oh well...At
least so far I have yet to see Legolas names or characters named after WWE
Wrestlers.
CF
Still, I think I see why so many players come to Bristlebane from other
servers, compared to FV prices it's well worth the swap...Sheesh how's a
Newbie warrior meant to by his suit of Crafted when you are still asking '99
prices?
It would make things much easier if there were an "/ignore user account"
option that only takes up one spot on your list. Whether that's
feasible or not, I don't know.
Inyidd
> A good game is double your money games have you roll 100, above 50
> wins. that means up 50 loses. That is more than 50%, so the house,
> makes 1% by the law of averages.
The law of averages does not apply, as /random is not truly random.
~Empty
--
'You're not friends. You'll never be friends. You'll be in love till it
kills you both. You'll fight, and you'll shag, and you'll hate each other
till it makes you quiver, but you'll never be friends. Love isn't brains,
children, it's blood... blood screaming inside you to work its will. I may
be love's bitch, but at least I'm man enough to admit it.'
Spike
Casinos are just Idiot Tax...much like in real life.
--
Simond
"I ask for so little. Just fear me, love me, do as I say and I will be your
slave." - Jarerth the Goblin King, Labyrinth
How so?
Just like real life.
Fools and their money are soon parted.
Gambling in any form is idiocy.
Better some kids learn this lesson in a game then
keep the knowledge for real life.
Its not like they lost anything 'real' anyway.
If anyone whines about losing pp this way I just laugh in their
face and say tough shit.
Yeah it is indeed a psuedorandom sequence, but, I will say that with
all the other things going on, I doubt anyone is going to figure out
the PRB sequence you are on!
:-)
No computer-run "random number generator" is truly random. They're based on
a seed, and will produce output that will eventually repeat itself in a
pattern.
However, that pattern can be made sufficiently large enough that no one will
ever be able to detect the pattern. For example, if the RNG will produce
1,000,000 results before they begin to repeat, who can possibly detect that
pattern? Especially since the randomness is spread across so many different
results - resists, hits, chance that a named mob will spawn, /ran 100.
So while it is true that /random is not truly random, it is close enough to
random to make no difference. So the law of averages does, indeed, apply.
Not in a purely mathematical way, but in a practical sense.
--
-Richard
Monual Lifegiver
Archon of Rodcet Nife
Winter's Light
Drinal server
Well you've already heard it, but I'll repeat it. Anyone who would give
their money to someone running a casino is just asking to be ripped off.
What kind of people do you think would run these things anyway? Those who
are into working hard and earning their money or the ones looking for an
easy way out?
I asked why the gambler had entered what was obviously a sucker
operation... they said something like "500 plat isn't much to me, so
I was willing to take the risk."
In general the reason why some people play comes down to human nature.
Some people like risk, and are willing to bet a small amount if they
can get a big amount in return, even if the average net return is
negative.
That's why lotteries make money. :-)
...Ronny
Who would hand their money to a level two? Use /ignore. End of problem.
"This time: gonna do it RIGHT!" -- Bob Seger
Jennaii
This is way too cute, and a tactic I will remember for future use (not
necessarily for casinos) :)
A character named after a WWE wrestler? Who? Where?
Matt
> More and more I am hearing about Casino Scams. Happened to a guild
Well, /ignore works wonders, anyone who would be advertising these I really
don't want anything to do with anyway. If you are stupid enough to play,
well, you takes your chances.
--
Baron Graeme Faelban, Barbarian Oracle of 61 seasons, Erollisi Marr <The
Appointed>
Tainniel Fleabane, Halfling Warrior of 30 seasons, Erollisi Marr <The
Appointed>
Ganwein, Wood Elf Ranger of 15 seasons, Erollisi Marr <The Appointed>
Giluven, Wood Elf Druid of 23 seasons, Erollisi Marr
Graeniel, High Elf Enchanter of 23 seasons, Erollisi Marr <The Appointed>
Emgraeme, Gnome Wizard of 11 seasons, Test
They extended the size of the friends and ignore lists I believe.
Personally, I have all ooc, shout, say, and chat channels go to one window
that I can safely ignore. I have group, and raid, and any important chat
channels go to a different window, and I have battle spam go to a third
window. I probably have a grand total of 2 people on my ignore list, as I
have no trouble just ignoring them by simply not reading what they have to
say.
I know too much about this topic. I have made PRBS coders and decoders
in FPGAs for a communication product. I had to detect the sequence and
synch up to the sequence.
It depends on the pattern. If I assume it is a standard PRBS 2^32-1
sequence, there is a standard polynomial used for that. The sequence
is 4,294,967,295 sequences long, taken bit wise, if we assume 32 bit
integers it is about 150 million numbers per sequence. Luckly there is
an out.
If I know they used the standard function, the polynomial, for the
pattern, I can duplicate the pattern with only 32 bits of the data.
There are a finite number of polynomials that give you the full
pattern. Now, I don't know what they actually used.
The seed is simply the starting point for the sequence. Everything
else repeats. The same random number sare also used for everything
else in EQ I bet, so knowing what the next number is will be rough,
and I can't think of any way to stop all calls to the random generator
except for the casino.
I wish I could predict it, I would publish the casino beaters guide
for $14.95 and a backrub...
Robvandam (Avenging Souls) Bristlebane
There have been others previously but this one I keep seeing.
:ャ/
CF
> On Wed, 7 May 2003 16:01:24 -0700 in
> <vbj3sc4...@corp.supernews.com>, "slapfish" <slap...@yahoo.com>
> graced the world with this thought:
> What's pretty sad, and just as stupid, is that if the person runs a
> legit casino, he's going to come out ahead in the long run anyway.
> Wayyyyy ahead. Running a crooked casino is just about the stupidest
> thing you can do if you're trying to make money.
It's just another thrill-seeking behavior. These small-souled chumps
get a thrill out of cheating their marks.
> "Adam Russell" wrote
>>
>> > The law of averages does not apply, as /random is not truly random.
>>
>> How so?
>
> No computer-run "random number generator" is truly random. They're
> based on a seed, and will produce output that will eventually repeat
> itself in a pattern.
http://www.fourmilab.ch/hotbits/ <- run by computers and truly random, just
for argument's sake :D
>
> However, that pattern can be made sufficiently large enough that no
> one will ever be able to detect the pattern. For example, if the RNG
> will produce 1,000,000 results before they begin to repeat, who can
> possibly detect that pattern? Especially since the randomness is
> spread across so many different results - resists, hits, chance that a
> named mob will spawn, /ran 100.
>
> So while it is true that /random is not truly random, it is close
> enough to random to make no difference. So the law of averages does,
> indeed, apply. Not in a purely mathematical way, but in a practical
> sense.
>
Yup. It's not so much that the numbers are genuinely random in sequence as
that it's so hard to count/isolate the hits to the RNG.
Should be easy enough to tell. Generate a string of results and check the
correlation between result n and n+1. If the correlation is positive the
RNG is streaky.
Actually there are computer RNGs that are "truly random" - they use some
form of white noise or truly random data to build an "entropy pool".
This doesn't produce anything near the amount of random data that a game
like EQ needs, however.
My own observations support the "streaky" idea, but I don't have solid
numbers to back it up. For example, repeatedly /randoming until I get a
streak of three numbers 700+ when tradeskilling seems to improve my
success rate. That may be my imagination however.
...Ronny
< snip >
> Isn't the EQ RNG notoriously streaky? streaky = not random.
>
< snip >
I think the streakiness is absolutely necessary. Otherwise, mobs could
simply be fought by the numbers. I don't know if they have actually built
in *additional* streakiness or not, but I think being able to rely on the
odds would make it almost mechanical.
--
Rumble
LOL that's great.
I'm sure the GM's get a lot of complaints about ripoffs from these casinos.
I'm surprised they haven't been banned yet.
> I think the streakiness is absolutely necessary. Otherwise, mobs could
> simply be fought by the numbers. I don't know if they have actually
> built in *additional* streakiness or not, but I think being able to
> rely on the odds would make it almost mechanical.
Gee, I thought mobs could be fought by the numbers.
So your assertion is that the random chance of a streak of good or bad
numbers is better and more random than if it were just purely random?
> Rumbledor <Rumb...@HotMail.com> wrote in
> news:Xns93766813C5B2FR...@204.127.199.17:
>
>> I think the streakiness is absolutely necessary. Otherwise, mobs could
>> simply be fought by the numbers. I don't know if they have actually
>> built in *additional* streakiness or not, but I think being able to
>> rely on the odds would make it almost mechanical.
>
> Gee, I thought mobs could be fought by the numbers.
>
> So your assertion is that the random chance of a streak of good or bad
> numbers is better and more random than if it were just purely random?
>
> ~Empty
>
Uh...maybe...? Better: yes, more random: no, just more appropriate.
Complete randomization would simplify the whole fight process too much.
--
Rumble
> Rumbledor <Rumb...@HotMail.com> wrote in
> news:Xns93766813C5B2FR...@204.127.199.17:
>
>
>>I think the streakiness is absolutely necessary. Otherwise, mobs could
>>simply be fought by the numbers. I don't know if they have actually
>>built in *additional* streakiness or not, but I think being able to
>>rely on the odds would make it almost mechanical.
>>
>
> Gee, I thought mobs could be fought by the numbers.
>
> So your assertion is that the random chance of a streak of good or bad
> numbers is better and more random than if it were just purely random?
I suspect that few players are clever enough to take advantage of an
"extra streaky" RNG, so it nets out to making large scale results seem
more random. I do like the way it appears to work in EQ, seemingly
they toss some numbers in a bucket and keep reusing those numbers for
a while, a lot more than what I've seen in other games where at the
start of a battle one or two numbers are generated which "bias" the
entire battle (the latter is very easy to exploit).
kaev
Robvandam's (Avenging Souls) on Bristlebane is ONE OF A KIND!
Sorry, couldn't resist!
Matt