Slayer9292_ESO wrote: »I wanted to make a suggestion on what I thought would improve the random number generator. For this I want to use the example of Psijic Ambrosia recipe fragments.
I've done the provisioning writs twice per day (2 characters) since the release of the Psijic Ambrosia. I've found 0 fragments. My wife on the other hand has done it with 8 characters almost every day, and found 10 fragments. Granted, she'd done nearly 4 times as many as me, but I still have yet to find a single fragment and she's found 10. If the RNG was balanced, I should have found 2.5 fragments in the same time.
My suggestion is to increase your chance of finding a fragment for each writ you do on a character. So say first time I do a write I have a 1% chance to find it, next time I have a 2% chance, then 3, then 4 etc. Eventually I'll be guaranteed to find one. Once the person gets the fragment, reset the chance back to the beginning and start over.
I would suggest the same for other similar RNG's. Like finding an imperial motif. My wife has played more than I have (she has more time), and she has found 3 imperial motifs, I have found 0. It's not a looting issue either, as I have reached 600,000g in sales for the Black Market Mogul achievement, my wife is at less than 100k. I didn't find my first purple motif until after playing the game for 10 months. Chance to find rare items should increase longer you play until you find one.
Same could go for the dungeon boss helm drops. I've known people who've done the dungeon dozens if not 100's of times and never got a helm, and another player will get a helm the first time.
Slayer9292_ESO wrote: »I wanted to make a suggestion on what I thought would improve the random number generator. For this I want to use the example of Psijic Ambrosia recipe fragments.
I've done the provisioning writs twice per day (2 characters) since the release of the Psijic Ambrosia. I've found 0 fragments. My wife on the other hand has done it with 8 characters almost every day, and found 10 fragments. Granted, she'd done nearly 4 times as many as me, but I still have yet to find a single fragment and she's found 10. If the RNG was balanced, I should have found 2.5 fragments in the same time.
My suggestion is to increase your chance of finding a fragment for each writ you do on a character. So say first time I do a write I have a 1% chance to find it, next time I have a 2% chance, then 3, then 4 etc. Eventually I'll be guaranteed to find one. Once the person gets the fragment, reset the chance back to the beginning and start over.
I would suggest the same for other similar RNG's. Like finding an imperial motif. My wife has played more than I have (she has more time), and she has found 3 imperial motifs, I have found 0. It's not a looting issue either, as I have reached 600,000g in sales for the Black Market Mogul achievement, my wife is at less than 100k. I didn't find my first purple motif until after playing the game for 10 months. Chance to find rare items should increase longer you play until you find one.
Same could go for the dungeon boss helm drops. I've known people who've done the dungeon dozens if not 100's of times and never got a helm, and another player will get a helm the first time.
@Slayer9292_ESO Your sample of 2 players is WAY too small to infer there is a problem.
Slayer9292_ESO wrote: »Slayer9292_ESO wrote: »I wanted to make a suggestion on what I thought would improve the random number generator. For this I want to use the example of Psijic Ambrosia recipe fragments.
I've done the provisioning writs twice per day (2 characters) since the release of the Psijic Ambrosia. I've found 0 fragments. My wife on the other hand has done it with 8 characters almost every day, and found 10 fragments. Granted, she'd done nearly 4 times as many as me, but I still have yet to find a single fragment and she's found 10. If the RNG was balanced, I should have found 2.5 fragments in the same time.
My suggestion is to increase your chance of finding a fragment for each writ you do on a character. So say first time I do a write I have a 1% chance to find it, next time I have a 2% chance, then 3, then 4 etc. Eventually I'll be guaranteed to find one. Once the person gets the fragment, reset the chance back to the beginning and start over.
I would suggest the same for other similar RNG's. Like finding an imperial motif. My wife has played more than I have (she has more time), and she has found 3 imperial motifs, I have found 0. It's not a looting issue either, as I have reached 600,000g in sales for the Black Market Mogul achievement, my wife is at less than 100k. I didn't find my first purple motif until after playing the game for 10 months. Chance to find rare items should increase longer you play until you find one.
Same could go for the dungeon boss helm drops. I've known people who've done the dungeon dozens if not 100's of times and never got a helm, and another player will get a helm the first time.
@Slayer9292_ESO Your sample of 2 players is WAY too small to infer there is a problem.
So if I asked 100 players and 50 have gotten a lot of rare items and 50 have not, how is that different?
Or if I asked 100 players and 99 of them got rare items and 1 did not, again, how does that signify no problem? If one player never gets rare drops, there is an issue. The fix is improving their chance of getting something the longer they play.
Its not a new idea either. Diablo 3 implemented a similar feature in Loot 2.0. Increase chance of legendary drop the longer a player hasn't gotten one.
Slayer9292_ESO wrote: »Slayer9292_ESO wrote: »I wanted to make a suggestion on what I thought would improve the random number generator. For this I want to use the example of Psijic Ambrosia recipe fragments.
I've done the provisioning writs twice per day (2 characters) since the release of the Psijic Ambrosia. I've found 0 fragments. My wife on the other hand has done it with 8 characters almost every day, and found 10 fragments. Granted, she'd done nearly 4 times as many as me, but I still have yet to find a single fragment and she's found 10. If the RNG was balanced, I should have found 2.5 fragments in the same time.
My suggestion is to increase your chance of finding a fragment for each writ you do on a character. So say first time I do a write I have a 1% chance to find it, next time I have a 2% chance, then 3, then 4 etc. Eventually I'll be guaranteed to find one. Once the person gets the fragment, reset the chance back to the beginning and start over.
I would suggest the same for other similar RNG's. Like finding an imperial motif. My wife has played more than I have (she has more time), and she has found 3 imperial motifs, I have found 0. It's not a looting issue either, as I have reached 600,000g in sales for the Black Market Mogul achievement, my wife is at less than 100k. I didn't find my first purple motif until after playing the game for 10 months. Chance to find rare items should increase longer you play until you find one.
Same could go for the dungeon boss helm drops. I've known people who've done the dungeon dozens if not 100's of times and never got a helm, and another player will get a helm the first time.
@Slayer9292_ESO Your sample of 2 players is WAY too small to infer there is a problem.
So if I asked 100 players and 50 have gotten a lot of rare items and 50 have not, how is that different?
Or if I asked 100 players and 99 of them got rare items and 1 did not, again, how does that signify no problem? If one player never gets rare drops, there is an issue. The fix is improving their chance of getting something the longer they play.
Its not a new idea either. Diablo 3 implemented a similar feature in Loot 2.0. Increase chance of legendary drop the longer a player hasn't gotten one.
In order to do a reliable sample of the population of eso players, you'll need to poll thousands.
In order to do a reliable sample of the population of eso players, you'll need to poll thousands.
Slayer9292_ESO wrote: »If one player never gets rare drops, there is an issue.
BlueGreenMikey wrote: »It could just be a coincidence, and it could be a poorly implemented RNG. We don't really know based on two people.
But,In order to do a reliable sample of the population of eso players, you'll need to poll thousands.
You could get a tiny margin of error of about 3% with about 1,100. The margin of error only goes up to about 5% at 400 people.
Slayer9292_ESO wrote: »I wanted to make a suggestion on what I thought would improve the random number generator. For this I want to use the example of Psijic Ambrosia recipe fragments.
I've done the provisioning writs twice per day (2 characters) since the release of the Psijic Ambrosia. I've found 0 fragments. My wife on the other hand has done it with 8 characters almost every day, and found 10 fragments. Granted, she'd done nearly 4 times as many as me, but I still have yet to find a single fragment and she's found 10. If the RNG was balanced, I should have found 2.5 fragments in the same time.
My suggestion is to increase your chance of finding a fragment for each writ you do on a character. So say first time I do a write I have a 1% chance to find it, next time I have a 2% chance, then 3, then 4 etc. Eventually I'll be guaranteed to find one. Once the person gets the fragment, reset the chance back to the beginning and start over.
I would suggest the same for other similar RNG's. Like finding an imperial motif. My wife has played more than I have (she has more time), and she has found 3 imperial motifs, I have found 0. It's not a looting issue either, as I have reached 600,000g in sales for the Black Market Mogul achievement, my wife is at less than 100k. I didn't find my first purple motif until after playing the game for 10 months. Chance to find rare items should increase longer you play until you find one.
Same could go for the dungeon boss helm drops. I've known people who've done the dungeon dozens if not 100's of times and never got a helm, and another player will get a helm the first time.
Slayer9292_ESO wrote: »Slayer9292_ESO wrote: »I wanted to make a suggestion on what I thought would improve the random number generator. For this I want to use the example of Psijic Ambrosia recipe fragments.
I've done the provisioning writs twice per day (2 characters) since the release of the Psijic Ambrosia. I've found 0 fragments. My wife on the other hand has done it with 8 characters almost every day, and found 10 fragments. Granted, she'd done nearly 4 times as many as me, but I still have yet to find a single fragment and she's found 10. If the RNG was balanced, I should have found 2.5 fragments in the same time.
My suggestion is to increase your chance of finding a fragment for each writ you do on a character. So say first time I do a write I have a 1% chance to find it, next time I have a 2% chance, then 3, then 4 etc. Eventually I'll be guaranteed to find one. Once the person gets the fragment, reset the chance back to the beginning and start over.
I would suggest the same for other similar RNG's. Like finding an imperial motif. My wife has played more than I have (she has more time), and she has found 3 imperial motifs, I have found 0. It's not a looting issue either, as I have reached 600,000g in sales for the Black Market Mogul achievement, my wife is at less than 100k. I didn't find my first purple motif until after playing the game for 10 months. Chance to find rare items should increase longer you play until you find one.
Same could go for the dungeon boss helm drops. I've known people who've done the dungeon dozens if not 100's of times and never got a helm, and another player will get a helm the first time.
@Slayer9292_ESO Your sample of 2 players is WAY too small to infer there is a problem.
So if I asked 100 players and 50 have gotten a lot of rare items and 50 have not, how is that different?
Or if I asked 100 players and 99 of them got rare items and 1 did not, again, how does that signify no problem? If one player never gets rare drops, there is an issue. The fix is improving their chance of getting something the longer they play.
Its not a new idea either. Diablo 3 implemented a similar feature in Loot 2.0. Increase chance of legendary drop the longer a player hasn't gotten one.
Slayer9292_ESO wrote: »I wanted to make a suggestion on what I thought would improve the random number generator. For this I want to use the example of Psijic Ambrosia recipe fragments.
I've done the provisioning writs twice per day (2 characters) since the release of the Psijic Ambrosia. I've found 0 fragments. My wife on the other hand has done it with 8 characters almost every day, and found 10 fragments. Granted, she'd done nearly 4 times as many as me, but I still have yet to find a single fragment and she's found 10. If the RNG was balanced, I should have found 2.5 fragments in the same time.
My suggestion is to increase your chance of finding a fragment for each writ you do on a character. So say first time I do a write I have a 1% chance to find it, next time I have a 2% chance, then 3, then 4 etc. Eventually I'll be guaranteed to find one. Once the person gets the fragment, reset the chance back to the beginning and start over.
I would suggest the same for other similar RNG's. Like finding an imperial motif. My wife has played more than I have (she has more time), and she has found 3 imperial motifs, I have found 0. It's not a looting issue either, as I have reached 600,000g in sales for the Black Market Mogul achievement, my wife is at less than 100k. I didn't find my first purple motif until after playing the game for 10 months. Chance to find rare items should increase longer you play until you find one.
Same could go for the dungeon boss helm drops. I've known people who've done the dungeon dozens if not 100's of times and never got a helm, and another player will get a helm the first time.
TL:DR - My wife has them, but I don't. I need to have them, therefore I should receive them as I'm entitled to them.
I don't agree. RNG is RNG. It's random for a reason. Even if the drop rate % was increased, the flipside of this coin is that "it's now too common and not worth anything anymore. Please decrease the drop rate.". Time Played =/= entitled to items/loot.
Slayer9292_ESO wrote: »I wanted to make a suggestion on what I thought would improve the random number generator. For this I want to use the example of Psijic Ambrosia recipe fragments.
I've done the provisioning writs twice per day (2 characters) since the release of the Psijic Ambrosia. I've found 0 fragments. My wife on the other hand has done it with 8 characters almost every day, and found 10 fragments. Granted, she'd done nearly 4 times as many as me, but I still have yet to find a single fragment and she's found 10. If the RNG was balanced, I should have found 2.5 fragments in the same time.
My suggestion is to increase your chance of finding a fragment for each writ you do on a character. So say first time I do a write I have a 1% chance to find it, next time I have a 2% chance, then 3, then 4 etc. Eventually I'll be guaranteed to find one. Once the person gets the fragment, reset the chance back to the beginning and start over.
I would suggest the same for other similar RNG's. Like finding an imperial motif. My wife has played more than I have (she has more time), and she has found 3 imperial motifs, I have found 0. It's not a looting issue either, as I have reached 600,000g in sales for the Black Market Mogul achievement, my wife is at less than 100k. I didn't find my first purple motif until after playing the game for 10 months. Chance to find rare items should increase longer you play until you find one.
Same could go for the dungeon boss helm drops. I've known people who've done the dungeon dozens if not 100's of times and never got a helm, and another player will get a helm the first time.
TL:DR - My wife has them, but I don't. I need to have them, therefore I should receive them as I'm entitled to them.
I don't agree. RNG is RNG. It's random for a reason. Even if the drop rate % was increased, the flipside of this coin is that "it's now too common and not worth anything anymore. Please decrease the drop rate.". Time Played =/= entitled to items/loot.
@OmniDevil
Again someone equates someone wanting fairness to some sort of negative "entitlement" connotation. Why would you say that? What's wrong with the suggestion that the acquisition of random items be made more fair across the board? Why is asking for fairness equated to "entitlement"? I find this mindset ridiculous.
@OmniDevil
Again someone equates someone wanting fairness to some sort of negative "entitlement" connotation. Why would you say that? What's wrong with the suggestion that the acquisition of random items be made more fair across the board? Why is asking for fairness equated to "entitlement"? I find this mindset ridiculous.
@OmniDevil
Again someone equates someone wanting fairness to some sort of negative "entitlement" connotation. Why would you say that? What's wrong with the suggestion that the acquisition of random items be made more fair across the board? Why is asking for fairness equated to "entitlement"? I find this mindset ridiculous.
@jkemmery
It's not a mindset. I'm simply pointing out the tone the OP worded his post in. He wants something someone else has and hasn't been lucky enough to obtain it, therefore he feels the game should be adjusted in a way that benefits him and others like him so he has a better chance at getting the item.
Assuming this isn't your first MMO, you shouldn't be surprised to see someone asking for "fairness" in dropped loot. I'm definitely not disagreeing that drop rates are utter trash in some, if not most, cases. This is especially true if you tend to be on the "brown" end of the stick, however. Never should ones bottom of the barrel "luck" mean something should be changed to better benefit their gain. RNG and Grinding go hand in hand. If you want something, in an MMORPG that is governed by RNG, you must grind for that item(s). You're wanting a better chance at rolling that virtual 7 and on that virtual table. You don't ask the Pit Boss to give you a set of dice that have more 7s on them to increase your odds.
If you start increasing odds of rare items being dropped from various methods/nodes, the value of said items become null as they become more and more common place
However, another suggestion (in my opinion, safer than what the OP suggested) is to remove various items from the lockboxes for completeing the writs. The less items you are able to obtain from them, you have a better chance at getting the other items you really want. Over Anudantly Large Shared Loot Tables are one of the top reasons RNG is such an ugly.....thing.
Slayer9292_ESO wrote: »Slayer9292_ESO wrote: »I wanted to make a suggestion on what I thought would improve the random number generator. For this I want to use the example of Psijic Ambrosia recipe fragments.
I've done the provisioning writs twice per day (2 characters) since the release of the Psijic Ambrosia. I've found 0 fragments. My wife on the other hand has done it with 8 characters almost every day, and found 10 fragments. Granted, she'd done nearly 4 times as many as me, but I still have yet to find a single fragment and she's found 10. If the RNG was balanced, I should have found 2.5 fragments in the same time.
My suggestion is to increase your chance of finding a fragment for each writ you do on a character. So say first time I do a write I have a 1% chance to find it, next time I have a 2% chance, then 3, then 4 etc. Eventually I'll be guaranteed to find one. Once the person gets the fragment, reset the chance back to the beginning and start over.
I would suggest the same for other similar RNG's. Like finding an imperial motif. My wife has played more than I have (she has more time), and she has found 3 imperial motifs, I have found 0. It's not a looting issue either, as I have reached 600,000g in sales for the Black Market Mogul achievement, my wife is at less than 100k. I didn't find my first purple motif until after playing the game for 10 months. Chance to find rare items should increase longer you play until you find one.
Same could go for the dungeon boss helm drops. I've known people who've done the dungeon dozens if not 100's of times and never got a helm, and another player will get a helm the first time.
@Slayer9292_ESO Your sample of 2 players is WAY too small to infer there is a problem.
So if I asked 100 players and 50 have gotten a lot of rare items and 50 have not, how is that different?
Or if I asked 100 players and 99 of them got rare items and 1 did not, again, how does that signify no problem? If one player never gets rare drops, there is an issue. The fix is improving their chance of getting something the longer they play.
Its not a new idea either. Diablo 3 implemented a similar feature in Loot 2.0. Increase chance of legendary drop the longer a player hasn't gotten one.
i suggest you treat your wife to a lovely night out and shower her with much affection and maybe she will share some of those mats with you
BlueGreenMikey wrote: »For what it's worth, the OP's experience could mean that the RNG is actually not working properly. It doesn't necessarily mean that, but a highly improbable scenario (and it's not isolated) could mean that the RNG is not actually random.
It's not fair that someone gets an increased chance of getting something rare, regardless of the fact that I may have gotten something rare already.
It seems like OP is unhappy with the harsh, but ultimately fair, reality of randomness, so he's calling for a system which isn't random, but only appears to be (your chances increase each time you try until you are guaranteed to obtain the fragment).
This is an unfair system by definition since it means some players will get the fragment by chance, and others will have it given to them simply because they have tried a certain number of times.
If you want a fair system in which everyone can be guaranteed these fragments (I don't, but OP seems to), then you would need to move access to something that all players have to do a fixed number of times (get a fragment every 30 writs or so).
BlueGreenMikey wrote: »For what it's worth, the OP's experience could mean that the RNG is actually not working properly. It doesn't necessarily mean that, but a highly improbable scenario (and it's not isolated) could mean that the RNG is not actually random.
The thing is, no "random number generators" are ever actually random.
BlueGreenMikey wrote: »For what it's worth, the OP's experience could mean that the RNG is actually not working properly. It doesn't necessarily mean that, but a highly improbable scenario (and it's not isolated) could mean that the RNG is not actually random.
The thing is, no "random number generators" are ever actually random.
Maybe because, mathematically speaking, nothing outside of the quantum field in our universe (arguably not even there) is truly random. Everything can be determined with numbers and processing power.
Slayer9292_ESO wrote: »So if I asked 100 players and 50 have gotten a lot of rare items and 50 have not, how is that different?
Or if I asked 100 players and 99 of them got rare items and 1 did not, again, how does that signify no problem? If one player never gets rare drops, there is an issue. The fix is improving their chance of getting something the longer they play.
Its not a new idea either. Diablo 3 implemented a similar feature in Loot 2.0. Increase chance of legendary drop the longer a player hasn't gotten one.
... to me seems like a valid way to address the issue of players getting the "brown end of the stick" as you put it. In no way is it suggesting "entitlement", which is what you implied in your post.
To the broader question, it seems anyone attempts to address the issue of fairness, someone always invokes the "entitlement" argument. This is something that I really don't understand. How does someone wanting to make things more fair across the board equate to them seeking "entitlement"?
BlueGreenMikey wrote: »For what it's worth, the OP's experience could mean that the RNG is actually not working properly. It doesn't necessarily mean that, but a highly improbable scenario (and it's not isolated) could mean that the RNG is not actually random.
The thing is, no "random number generators" are ever actually random.
Maybe because, mathematically speaking, nothing outside of the quantum field in our universe (arguably not even there) is truly random. Everything can be determined with numbers and processing power.
No, no random number generators are truly random within definable parameters. They are "random enough" to be practical, but never truly random due to various factors that involve the actual mechanics of integrated circuitry.
Slayer9292_ESO wrote: »So if I asked 100 players and 50 have gotten a lot of rare items and 50 have not, how is that different?
Or if I asked 100 players and 99 of them got rare items and 1 did not, again, how does that signify no problem? If one player never gets rare drops, there is an issue. The fix is improving their chance of getting something the longer they play.
Its not a new idea either. Diablo 3 implemented a similar feature in Loot 2.0. Increase chance of legendary drop the longer a player hasn't gotten one.... to me seems like a valid way to address the issue of players getting the "brown end of the stick" as you put it. In no way is it suggesting "entitlement", which is what you implied in your post.
To the broader question, it seems anyone attempts to address the issue of fairness, someone always invokes the "entitlement" argument. This is something that I really don't understand. How does someone wanting to make things more fair across the board equate to them seeking "entitlement"?
Not receiving an item isn't game breaking, not does it prevent the game from being unplayable for him. So, why is the word "fair" being tossed around?
Related to his suggestion, I find it very extremely unbelievable that any one person has never received a rare item. Blue, Purple, Yellow or not. The Diablo 3 mechanic works, but doesn't follow what he was originally suggesting. He believes the longer you play (not in one time frame, not for the day, but your overall cumalitive amount), should warrant better drop rates. Why should one's year worth of playtime provide them with a better drop chance over someone who has been playing for 6 months? Maybe that's not what he meant and he meant to protray his suggestion more closely to that of the Diablo 3 RNG system. In that case, that might work, but with the way that works, you have to be actively logged in and playing for it to even kick in. So, with that said, in order for that to consistenly work, Little Johnny and Susie would need to stay home from work/school, ignore the family and friends for an extended amount of time to increase those odds. A No Lifing boost is not something players should be forced into. And, lets face it, Diablo 3 was so bloated with Legendary loot/items that it was next to impossible to never receive at least one Legendary every 30min-1hr (granted may not have been what you wanted, but it was Legendary nonetheless, which is what the system is designed to do).
I didn't envoke the entitlement argument, as you put it. I simply used a word, albeit a poor choice, to convey the tone his suggestion was written in. Though, what other word can you use for a situation where one feels the game should be adjusted to better benefit their gain. I can see this a touchy subject for you. I apologize if I offended you, as that was not my objective, however. I did imply that the OP felt he is entitled to something because, no matter how you look at it or put it, what he wants is implying an entitlement view on the real issue, which is RNG sucks and believes more so for him. Do I feel it's "fair" that someone else has obtained something more frequently than he has? No, it's not, however. Personal feelings aside, it's random, no matter how you see it. You want that item(s), keep playing and rolling the dice.
BlueGreenMikey wrote: »For what it's worth, the OP's experience could mean that the RNG is actually not working properly. It doesn't necessarily mean that, but a highly improbable scenario (and it's not isolated) could mean that the RNG is not actually random.
The thing is, no "random number generators" are ever actually random.
Maybe because, mathematically speaking, nothing outside of the quantum field in our universe (arguably not even there) is truly random. Everything can be determined with numbers and processing power.
No, no random number generators are truly random within definable parameters. They are "random enough" to be practical, but never truly random due to various factors that involve the actual mechanics of integrated circuitry.
Exactly. I was being facetious. Though in this case it wouldn't be any sort of hardware doing the randomization. Whatever back-end makes up the server simply uses a built-in random number generator function made from a linear congruential generator algorithm to produce pseudo-random numbers.