Talk:Hobo code binder

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Revision as of 17:15, 27 June 2008 by Svdb (Talk | contribs) (A theory)

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  • Anyone who has been through more of Hobopolis know if it starts to decypher code? --Sel Ibrix 01:17, 18 June 2008 (CDT)
  • Only useful thing it's done for me is allow me to get into the Marketplace.--Terrabull 01:50, 18 June 2008 (CDT)

There are many glyphs and symbols in the first area.--Patmo98 03:07, 18 June 2008 (CDT)

  • If you have it equipped in the tunnel adventures in the sewer, it acknowledges you have the binder, but says you still can't decode the glyphs. I think we'll need to get additional code pages to put into this binder. Then it may start helping us navigate in the sewer and in the Marketplace. --Prestige 04:34, 18 June 2008 (CDT)
  • HEY!! I got it!

EDIT: blah blah blah blah blah Of course, I'm only guessing. ;-) --StorellaDeville 04:48, 18 June 2008 (CDT)

Yeah, I was wrong. :D --StorellaDeville 13:59, 18 June 2008 (CDT)

I've added wiki pages for 4 hobo code encounters. I've also heard that there's an encouter in the airship, but I ran out of turns before I could confirm that and make a page for it. I'll leave that to another. --Bale 02:44, 19 June 2008 (CDT)

Ah. There are also supposed to be pages in the limerick dungeon and menagerie level 3. That's from a reliable source. --Bale 02:47, 19 June 2008 (CDT)

I got the four listed adventures (Alley, Fun House, Poker, Belowdecks), went back to the market and could read one sign, but not the rest. And it was a sign that I had previously been able to read with just the Alley notes. I think there'll be quite a few of these adventures.--Ernier 03:01, 19 June 2008 (CDT)

I found the one in the airship, can confirm that --Duzell 08:41, 19 June 2008 (CDT)

I have the seven codes currently listed. It changed the the text for one of the sewer non-coms (Former and the Ladder), but only the first one.--Langsuir 13:14, 19 June 2008 (CDT)

If there's a code adventure at the Thugnderdome, is it possible there are code adventures in the other moon sign areas? Anyone checked that yet? And are the codes kept across ascensions, or do they have to be reobtained (possibly meaning it is impossible for any one character to have every single code, unless it is still possible for teleportitis to take you to moon sign areas you can't normally get to)? --Flargen 14:20, 19 June 2008 (CDT)

I would expect that for the sake of balancing, each sign zone will have its own binder adventure. — SvdB 14:29, 19 June 2008 (CDT)

Another website mentions there's an adventure in the Ninja Snowmen, but I don't have text for it. --TedPro 18:20, 19 June 2008 (CDT)

  • What happens after ascension? Do your notes remain? I would hope so, given the sign-specific glyphs. --Southwest 18:47, 19 June 2008 (CDT)

Mys sign hobocode suspicion confirmed (Camp Logging Camp). But after finding 3 hobocode pages quickly, I spent 30-40 adventures in other areas fruitlessly. RNG or a diminishing egg/absinthe/gong mechanic? --BaronVonWurlitzer 22:10, 19 June 2008 (CDT)

Well, it's not confirmed since no one's found a hobo code in the gravy barrow or bugbear pens yet. And that's easily RNG as these aren't terribly common adventures. If you got the others faster than that you were probably lucky. --Flargen 22:14, 19 June 2008 (CDT)

I got a hobo code from the noob cave, but when I was trying make the adventure page I accidentally navigated away from the adventure. IsPeP1982 00:28, 20 June 2008 (CDT)

Discussion in the forums indicates there's one in the Cola Wars Battlefield and the Defiled Nook. --Shoptroll 12:48, 20 June 2008 (CDT)

I have heard there is one at the Enormous Greater Than Sign. This is from a reliable source. Also, I got three known adventures right in a row yesterday, and my next adventure took almost 50 turns to pop up, if anyone else has been seeing this. Total I got 5 yesterday, but I ran out of adventures. --Daron 7:25, 23 June 2008

  • I was lucky yesterday and managed to get all the known adventures that were available to me in a single day. A couple I got immediately, some took a few adventures, some took 40 or more. It appears to just be regular luck, nothing superlikely nor can you influence it with +non-combat. --Shoptroll 06:24, 24 June 2008 (CDT)
  • So... Has anyone looked for a Drunken Stupor code adventure yet? Jacky T 03:47, 25 June 2008 (CDT)

Today's radio show transcript suggests there are 50 glyph adventures (of which we have 19? 20?). Ow. Where would they be hiding? More areas that close with quests? --Flargen 23:06, 26 June 2008 (CDT)

Looking at Areas by Number, it seems that there are an estimated 130 areas which are currently accessible. It seems that there are plenty of places left to look. — SvdB 11:05, 27 June 2008 (CDT)

Code Retention

I really hope that it retains code across ascensions, but I'd also like to know if it retains code through the dungeon getting reset. Also, I think this talk page should have a few sub-headings to keep things organized.--Yiab 09:45, 23 June 2008 (CDT)

  • Yes, codes get kept through resets. They wouldn't be much help in a speed-dungeon otherwise, would they? You kinda need 300+ adventures/person to get a leaderboard spot and re-farming codes wouldn't assist that. --AtroPhied 12:50, 23 June 2008 (CDT)
  • Not only that, but Jick made them free pull, which means that if they reset after asenscion, it'd be absolutely useless to be a free pull.--Argus 16:48, 23 June 2008 (CDT)
    • No it wouldn't - you'd still need to pull it early to get the codes that are only available in the early levels. Hypothetically, if they did reset, then for a speed hobo run you'd want your clan to all ascend, pull their hobo binders, collect all the codes, *then* you'd start hobopolis. Which would be pretty cool, but I gather the answer is "no they don't reset" so it's not relevant! --RavenBlack 08:33, 25 June 2008 (CDT)
  • Confirmed that the notes are retained. If they weren't it would be impossible to acquire all the notes, because each of the zodiac-specific areas has a piece of code.--Jett 09:07, 25 June 2008 (CDT)

A theory

Some observations:

  • some glyphs you get wrong more often than others. The ones furtheron in the market "tree" go wrong more often than the ones at the beginning.
  • it is not consistent whether you can translate a glyph. Even if you can translate one at one time, you may not be able to the next time. Some chance seems to be involved.
  • once you found a certain number of binder adventures, decoding some glyphs never seems to fail.
  • most chances in the game are uniformly distributed.

This, combined with thoughts about how I would implement something like this, brings me to the following theory:

  • each glyph to be decoded has a difficulty number
  • if you encounter a glyph, a random number is rolled between 0 and that the difficulty number
  • if the number of binder adventures you have found is larger than the rolled number, you can translate the glyph.

If this theory is true, we may be able to spade the difficulty of each glyph in the game. — SvdB 12:15, 27 June 2008 (CDT)