its pretty easy to generate random numbers. https://en.wikipedia.org/wiki/Linear_congruential_generatorDo writs, get surveys, gather around 1k of ore, decon it (learn about resetting crafting stations). You should get 5-10 gold mats from that depending on your luck. Don't forget to put skillpoints in proper skills to up your chances.
I had so much wood to refine that I finally got the awesome addon multicraft and refined 5,000 (FIVE THOUSAND) raw ash CP160 and got a total of 0, (ZERO NONE NIL ZILTCH) gold mats. I have EVERY passive except research as I have all possible traits completed long ago. You have to love RNG.
Wow, that's awful. Did you try resetting the stations? The rule of the thumb is to reset it if you don't get a gold mat in first 3-5 deconstructions. To reset it just walk away from it far enough for it to despawn. In Vivec City for example you can loop to Battlemaster Rivyn and back when you want to reset clothing, blacksmithing or woodworking stations.
Any source for this crafting station reset trick? I have to be honest, it sounds like superstitious woo to me. Also, 3-5 refining seems far too low to be resetting anything when the drop rate seems to be consistently around 0.5%, which requires 20 refinings to even hit.
The superstition has its roots in the fact that a computer is physically incapable of generating a random number. Simulations of a random number must be used, such as drawn in sequence from a table of manually entered random numbers; alternatively, an outside source can be accessed, such as CERN's service. Since using an outside source would require a substantial increase in server traffic as well as additional calculations, the speculation is that all RNG in ESO is simulated, thus predictable or subject to player influence.
The idea of 'resetting the table' is an attempt to influence the simulated random number generator, either by restarting a sequence of numbers selected from a table, if that is the method used, or by resetting a keystone number if other methods based on algorithms is used. Either way, RNG is not at all truly random.
its pretty easy to generate random numbers. https://en.wikipedia.org/wiki/Linear_congruential_generatorDo writs, get surveys, gather around 1k of ore, decon it (learn about resetting crafting stations). You should get 5-10 gold mats from that depending on your luck. Don't forget to put skillpoints in proper skills to up your chances.
I had so much wood to refine that I finally got the awesome addon multicraft and refined 5,000 (FIVE THOUSAND) raw ash CP160 and got a total of 0, (ZERO NONE NIL ZILTCH) gold mats. I have EVERY passive except research as I have all possible traits completed long ago. You have to love RNG.
Wow, that's awful. Did you try resetting the stations? The rule of the thumb is to reset it if you don't get a gold mat in first 3-5 deconstructions. To reset it just walk away from it far enough for it to despawn. In Vivec City for example you can loop to Battlemaster Rivyn and back when you want to reset clothing, blacksmithing or woodworking stations.
Any source for this crafting station reset trick? I have to be honest, it sounds like superstitious woo to me. Also, 3-5 refining seems far too low to be resetting anything when the drop rate seems to be consistently around 0.5%, which requires 20 refinings to even hit.
The superstition has its roots in the fact that a computer is physically incapable of generating a random number. Simulations of a random number must be used, such as drawn in sequence from a table of manually entered random numbers; alternatively, an outside source can be accessed, such as CERN's service. Since using an outside source would require a substantial increase in server traffic as well as additional calculations, the speculation is that all RNG in ESO is simulated, thus predictable or subject to player influence.
The idea of 'resetting the table' is an attempt to influence the simulated random number generator, either by restarting a sequence of numbers selected from a table, if that is the method used, or by resetting a keystone number if other methods based on algorithms is used. Either way, RNG is not at all truly random.
Yes it will repeat itself after some million outputs.
.5% of the raw materials seems to be pretty much the norm (1 gold mat per 200 raw mats refined). Since you use up 10 raw materials per refining, that translates to a 5% drop rate if you mean in relation to refining.DaveMoeDee wrote: »Is .5% the drop rate though? That would mean one per 200 refinings on average. Maybe you meant 5%.
I think the problem with RNG in games goes beyond that. Players typically take a given chance expressed as "one in x" to mean that if they do something x times, they are guaranteed whatever it is they're trying to get. The reality is that in many games the way it seems to work is that every time a check is made, you have the same initial 1 in x chance. If you're looking for an item with a 1% drop rate, every time you check for the drop you have the same 1% chance to get it, regardless of whether it's your first time looting or your hundredth.Part of the problem with the perception of unfairness in ESO's RNG is we don't know the method. If an algorithm is used, no matter the source of the 'seed' number, the output is merely the appearance of randomness... which means it is subject to failure, to influence, or both. As I said, the range of output can be so large that the aggregate result may be indistinguishable from truly random output. I believe the article supported both of my points.
The frequency of failure or the ability to influence is a matter for debate, yet we have nothing concrete upon which to debate, other than the outlier results which garner so much attention.
Nevertheless, your link provides excellent insight into the dilemma programmers face when random numbers are required for calculations. Good link.
Carbonised wrote: »Normal human beings have a very difficult time grasping the nature of random incidences. All the superstition and hearsay in this thread really confirms this.
Also, some people really need to learn that pseudo-random numbers can be just as functionally random as a truly random number sequence. Just because random numbers are pseudo-random and not truly random, doesn't mean that there's some secret code that can be cracked by jumping through hoops, "resetting" any crafting stations, or crossing your fingers behind your back.
But hey, people will believe whatever nonsense they want to believe.
Do not think magic players has less chance of getting staffs but I'm pretty sure some items has an lower drop rate because of loot tables. Remember farming spell power cure restoration staff, so many SPC bows and no jewelry outside of the named necklace in far over 50 runs.I think the problem with RNG in games goes beyond that. Players typically take a given chance expressed as "one in x" to mean that if they do something x times, they are guaranteed whatever it is they're trying to get. The reality is that in many games the way it seems to work is that every time a check is made, you have the same initial 1 in x chance. If you're looking for an item with a 1% drop rate, every time you check for the drop you have the same 1% chance to get it, regardless of whether it's your first time looting or your hundredth.Part of the problem with the perception of unfairness in ESO's RNG is we don't know the method. If an algorithm is used, no matter the source of the 'seed' number, the output is merely the appearance of randomness... which means it is subject to failure, to influence, or both. As I said, the range of output can be so large that the aggregate result may be indistinguishable from truly random output. I believe the article supported both of my points.
The frequency of failure or the ability to influence is a matter for debate, yet we have nothing concrete upon which to debate, other than the outlier results which garner so much attention.
Nevertheless, your link provides excellent insight into the dilemma programmers face when random numbers are required for calculations. Good link.
This issue becomes more frustrating the lower the chances and the more work you need to put in. Not only that, but the game may actively mess with variables such as loot tables, for instance reducing the odds of a magicka player obtaining light armour or staves. The publisher wants you to keep chasing the carrot, after all.
I would love it if games struck a balance between grind and frustration where it comes to RNG, for instance subtly increasing the chance every time you do the deed until the chance equals 1, essentially guaranteeing you the result in however many attempts are considered adequate. It wouldn't even need to be the inverse of the chance to succeed, so for instance for an item with a 5% drop rate, you might be guaranteed the drop at 50 tries if you didn't get it sooner. This would probably be messy to implement though, since the game would have to keep tabs of every prior attempt until you get a success, at which time the chance could reset back to its normal value.
Do writs, get surveys, gather around 1k of ore, decon it (learn about resetting crafting stations). You should get 5-10 gold mats from that depending on your luck. Don't forget to put skillpoints in proper skills to up your chances.
I had so much wood to refine that I finally got the awesome addon multicraft and refined 5,000 (FIVE THOUSAND) raw ash CP160 and got a total of 0, (ZERO NONE NIL ZILTCH) gold mats. I have EVERY passive except research as I have all possible traits completed long ago. You have to love RNG.