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The Truth About Guild Wars' Anti-Farm Code: Is the drop rate reduction a misunderstanding, or an actual mechanism?This video provides an in-depth analysis of the 'anti-farm code' in Guild Wars, a long-standing topic of debate. Contrary to the common belief that repetitive farming reduces drop rates, we clarify how the anti-farm code actually works and the various factors influencing drop rates, based on real test results and official wiki information. If you're a player who enjoys solo farming, be sure to check out this essential information.
The Truth About Guild Wars' Anti-Farm Code: Is the drop rate reduction a misunderstanding, or an actual mechanism?
1. 🎮 Misconceptions about Anti-Farm Code and Actual Drop Rate Tests
· Many players believe that drop rates gradually decrease when repeatedly farming the same enemies and areas, but this is likely a misconception.
· I have never experienced a permanent decrease in drop rates even during long solo farming sessions of over 12 hours; it seems to be merely a phenomenon of fluctuating luck.
· After recording drop rates while defeating thousands of enemies over hundreds of minutes targeting Vaettir and Raptor, no gradual decrease in drop quantity was found.
· Even in Ecto farming, drop rates did not decrease, with the highest drop rates recorded during 5-hour and 10-hour farming sessions.
· This is analyzed as a misconception arising because players focus only on short-term 'bad streaks' and fail to see the overall picture.
00:08 - 04:03
1. 🎮 Misconceptions about Anti-Farm Code and Actual Drop Rate Tests
· Many players believe that drop rates gradually decrease when repeatedly farming the same enemies and areas, but this is likely a misconception.
· I have never experienced a permanent decrease in drop rates even during long solo farming sessions of over 12 hours; it seems to be merely a phenomenon of fluctuating luck.
· After recording drop rates while defeating thousands of enemies over hundreds of minutes targeting Vaettir and Raptor, no gradual decrease in drop quantity was found.
· Even in Ecto farming, drop rates did not decrease, with the highest drop rates recorded during 5-hour and 10-hour farming sessions.
· This is analyzed as a misconception arising because players focus only on short-term 'bad streaks' and fail to see the overall picture.
04:04 - 06:07
2. 📜 Official Anti-Farm Code According to Guild Wars Wiki: Loot Scaling
· According to the Guild Wars Wiki, anti-farm code is a part of the software used to reduce the benefits of repeatedly farming specific areas, quests, and objectives.
· The officially confirmed facts are as follows:
CategoryDetails
Solo FarmingFewer total items than a full party, but more items per individual character.
Unaffected ItemsSkill totems, scrolls, dyes, rare materials, all rare (gold) items, all unique (green) items, special event items
Primarily Affected ItemsWhite, blue, purple rarity items

· This is a 'Loot Scaling' mechanism introduced with the April 20, 2007 update, where the number of dropped items is adjusted based on party size and enemy kill speed.
· A 1-person party gets fewer items than an 8-person party, but still gets more items individually. However, drop rates have decreased compared to before 2007.
06:08 - 08:53
3. 📉 Drop Rate Decrease Upon Entering an Area and Killing First Enemies
· According to player tests, the drop rate for the first enemies killed after entering an area is lower than usual, and it returns to normal after a certain number of enemies are defeated or after some time passes.
· This is presumed to be implemented to limit boss farming near outposts, but it can be observed near all portals.
· Nebo Terrace Tengu farming test results showed that the first group immediately after entering the portal had only 37% of the drop rate compared to the last group after long-term farming.
· In the second group, the drop rate recovered to 60%, confirming that drop rates gradually recover as time passes and the number of kills increases.
· This theory is easy to test and a very noticeable phenomenon, a mechanism that works 100% reliably.
08:54 - 11:14
4. ⚔️ Relationship Between Slow Kill Methods and Drop Rates: Efficiency Analysis
· There's a theory that drops are lost if too many enemies are killed too quickly. Proponents of this theory recommend single-target (Spike) damage over Area of Effect (AoE) damage.
· Testing by killing Vaettir one by one very slowly resulted in approximately 7 times more items (30-40 vs. 5) than the usual fast killing method.
· However, the slow killing method takes 20-22 minutes per run, which is about 7 times longer than the fast killing method (under 3 minutes).
· When comparing based on the same time (21-22 minutes), the fast killing method showed significantly more drops in unidentified golds, totems, dyes, and map fragments.
· Slow killing primarily increases white, blue, and purple rarity items, trophies, gold coins, and lockpicks, but considering time efficiency, fast killing is more advantageous in terms of overall profit and gold items.
· Therefore, killing too quickly might result in a loss of white, blue, and purple item drops, but considering the time factor, fast killing is still more efficient.
11:15 - 15:03
5. 🤔 Other Speculative Theories and Anti-Farm Code Mitigation Suggestions
· **Drop Rate Seed Theory**: The theory that drops are predetermined when a party enters an area is difficult to prove, and the speaker doesn't care much about it.
· **Drop Rate Decrease from Repeatedly Farming the Same Area**: The speaker strongly disagrees with this theory based on previous test results.
· **Influence of External Factors on Drop Rates (Speculation)**:
· The speaker agrees with the theory that too many players farming the same area can affect drop rates. They cited past experience farming Smite Crawlers during Underworld speed clears as an example.
· Time of day also affects the number of players, so it could influence drop rates, but the part about reaching peak/trough every 3 hours is uncertain.
· **Excessive Farming by Character/Account Reduces Drop Rates**: While disagreeing with enemy drops, the speaker 100% agrees that opening too many treasure chests consecutively reduces gold coins and drop quality.
· **Anti-Farm Code Mitigation Suggestions**:
· The suggestion to avoid killing multiple enemies at once and limit AoE/DoT skill usage is opposed by the speaker. They argue that good runs will come again with more runs.
· Regarding the suggestion to add a leecher to the party, the speaker didn't feel a difference in drop rates but thinks helping others is a good thing.
· The suggestion to avoid rushing valuable drop enemies (like bosses) immediately after entering an area, and instead kill unimportant enemies first to restore normal drop rates, is 100% agreed upon. (Whether this applies to green items or elite totems is suggested as a future video topic).
· The claim that changing districts or characters affects solo farming is considered ineffective.
15:04 - 16:19
6. ✨ Influence of Favor of the Gods and Special Events on Drop Rates
· **Favor of the Gods**:
· The speaker's test results suggest that Favor of the Gods approximately doubles the drop rate of gold rarity items. The exact figure might be between 1.5x and 2.5x, but it definitely significantly increases gold drops.
· There appears to be no significant difference in drop rates for other rarity items.
· **Special Events (e.g., Lucky Treats Week)**:
· Special events increase the overall quantity of drops, but do not significantly change the drop rates of most common items.
· Event-specific drops are provided as an additional bonus, not as a replacement for existing drops.
16:20 - 17:33
7. 💡 Final Conclusion on Anti-Farm Code
· According to the speaker's opinion, Guild Wars' anti-farm code primarily boils down to two mechanisms: 'loot scaling' and 'lower drop rates for the first few enemies upon entering a new area.'
· Repeatedly farming the same area does not gradually decrease drop rates; this is a phenomenon of fluctuating drop rates due to RNG (randomness).
· Slow killing methods yield more white rarity items and trophies, but in terms of time efficiency, fast killing is more advantageous for gold items and overall profit.
· It is speculated that the number of players farming the same area can affect drop rates, but this is based on personal experience and difficult to prove.
· The influence of time of day, district changes, or adding leechers on drop rates is highly speculative.
· Special events increase overall drop quantity, but event-specific drops are merely a bonus added to regular drops.
· Favor of the Gods has the effect of approximately doubling the drop quantity of gold rarity items.
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