Seriously ZOS do something.In fact, I read here on the forums that there's someone who's on their 800th-something run — but has NEVER seen an inferno staff in that last chest.
I'm just wondering, is RNG as random as we all think it is? I'm starting to notice patterns of sorts in trial-based content and VMA.
For example, I've never received any Vicious Serpent rings when looting 12-man content bosses (everyone I ran with just passed them to me). And in VMA, I've never seen any ice staves or lightning staves. It wasn't until a few couple of months ago (1 or 2 I think), that I received my first destruction staff (nirnhoned inferno). And I know people who are in similar situations or worse.
Like for example, I know some people who've never seen a Maelstrom's Axe or Dagger in the final chest before. Or restoration Staff. And they've done hundreds of runs. In fact, I read here on the forums that there's someone who's on their 800th-something run — but has NEVER seen an inferno staff in that last chest. Surely there's more to it, I'd like to believe. And honestly? I believe there's a pattern.
The pattern, I think lies within our character data. Meaning, each character has its own set of data in regards to drops. And whenever things match-up, a certain drop is given. However! Certain characters have lesser chance to get things, to the point of them completely missing from their loot tables via character data.
That's the only explanation I can see for people having such "bad luck". We have to remember, RNG is something coded. And if something is coded, things can go wrong or have things missing. As a fellow programmer, I make mistakes here and there myself. So what's stopping that from being the case, and having some character values being missing to prevent certain drops from appearing — or appearing too frequently?
DRXHarbinger wrote: »Never looted everfrost on my Sorc, killed over 1k frost atros, magblade probably the 4th Atro.
I'm just wondering, is RNG as random as we all think it is? I'm starting to notice patterns of sorts in trial-based content and VMA.
For example, I've never received any Vicious Serpent rings when looting 12-man content bosses (everyone I ran with just passed them to me). And in VMA, I've never seen any ice staves or lightning staves. It wasn't until a few couple of months ago (1 or 2 I think), that I received my first destruction staff (nirnhoned inferno). And I know people who are in similar situations or worse.
Like for example, I know some people who've never seen a Maelstrom's Axe or Dagger in the final chest before. Or restoration Staff. And they've done hundreds of runs. In fact, I read here on the forums that there's someone who's on their 800th-something run — but has NEVER seen an inferno staff in that last chest. Surely there's more to it, I'd like to believe. And honestly? I believe there's a pattern.
The pattern, I think lies within our character data. Meaning, each character has its own set of data in regards to drops. And whenever things match-up, a certain drop is given. However! Certain characters have lesser chance to get things, to the point of them completely missing from their loot tables via character data.
That's the only explanation I can see for people having such "bad luck". We have to remember, RNG is something coded. And if something is coded, things can go wrong or have things missing. As a fellow programmer, I make mistakes here and there myself. So what's stopping that from being the case, and having some character values being missing to prevent certain drops from appearing — or appearing too frequently?
The issue may be in this case that the loot is too random. Leaving a system like this up to random chance means there's a solid chance there are several people like your friend out there - totally effed out of a BiS for no good reason at all.
These weapons should be difficult to get. Not tedious.
Why do we play fantasy games? I'd like to think one of the reasons is to get away from lifelike *** like this.
LegendaryArcher wrote: »We have a guild in Black Desert with 26 players that quit ESO solely because of not getting their vMA weapons after hundreds of runs (almost 50 ex-ESO players overall that quit for various reasons). 3 of them didn't get a single inferno after 1000+ runs. Overall, I know 6 people that didn't get their inferno after 1000+ runs, but the other 3 didn't want to come with us to BDO.
BDO has a "bad luck protection" system implemented in its RNG. Chances increase to get a certain item on the next roll when you didn't get it the previous time. But then again, BiS items are BoE there. And the chances to get something that is hard to get are equal for everyone. Never in hell would the devs hand out BiS weapons to decent players for some time and then lock them behind impossible odds for everyone else who doesn't have them yet in a later patch, like ZOS did.
You should really check out BDO to see what a good game looks like.
I'm just wondering, is RNG as random as we all think it is? I'm starting to notice patterns of sorts in trial-based content and VMA.
For example, I've never received any Vicious Serpent rings when looting 12-man content bosses (everyone I ran with just passed them to me). And in VMA, I've never seen any ice staves or lightning staves. It wasn't until a few couple of months ago (1 or 2 I think), that I received my first destruction staff (nirnhoned inferno). And I know people who are in similar situations or worse.
Like for example, I know some people who've never seen a Maelstrom's Axe or Dagger in the final chest before. Or restoration Staff. And they've done hundreds of runs. In fact, I read here on the forums that there's someone who's on their 800th-something run — but has NEVER seen an inferno staff in that last chest. Surely there's more to it, I'd like to believe. And honestly? I believe there's a pattern.
The pattern, I think lies within our character data. Meaning, each character has its own set of data in regards to drops. And whenever things match-up, a certain drop is given. However! Certain characters have lesser chance to get things, to the point of them completely missing from their loot tables via character data.
That's the only explanation I can see for people having such "bad luck". We have to remember, RNG is something coded. And if something is coded, things can go wrong or have things missing. As a fellow programmer, I make mistakes here and there myself. So what's stopping that from being the case, and having some character values being missing to prevent certain drops from appearing — or appearing too frequently?
There is no such thing as complete randomness in code. A computer game is incapable of creating random. Its psudeorandom and it very well could be created poorly, giving a bias towards lower wanted traits to keep you on that treadmill.
Personofsecrets wrote: »Why are there almost no Werewolf Hide Shields for sale, but so many Akaviri Dragon Guard Shields?
Why did the drop rate of tons of items suddenly go down in an extreme way during the patch 1.3 to 1.4 transition?
Why do players loot the same Motif page and Agility ring in chest after chest after chest in IC?
BECAUSE LOOT IS NOT TOTALLY RANDOM.
There is no such thing as complete randomness in code. A computer game is incapable of creating random. Its psudeorandom and it very well could be created poorly, giving a bias towards lower wanted traits to keep you on that treadmill.Personofsecrets wrote: »Why are there almost no Werewolf Hide Shields for sale, but so many Akaviri Dragon Guard Shields?
Why did the drop rate of tons of items suddenly go down in an extreme way during the patch 1.3 to 1.4 transition?
Why do players loot the same Motif page and Agility ring in chest after chest after chest in IC?
BECAUSE LOOT IS NOT TOTALLY RANDOM.
That's what I'm saying. People can swear out that it's all "random", but it's not. It can't be. Certain items and item types clearly have much lower drop-rates than other items. Or, the speculation about certain accounts/characters having predetermined loot is the case. It's that simple. Those are the only logical explanations to why the loot distribution is the way it is.
SublimeSparo wrote: »Calculations
The chance of getting any sharpened weapon after x runs
Chance of any weapon with Sharpened dropping = 0.125
Number of runs = x
So 1-(0.125^x) = probability
Let x = 10 runs
1-(0.125^10) = 0.99999999906 chance for Sharpened to drop after 10 runs
Let x = 50
1-(0.125^50) = here's where google cant hack it, it replies with 1, implying that it's a certainty
Personofsecrets wrote: »@ZOS_RichLambert ,
At least if you are going to create tremendous barriers to entry into the endgame, then give players a known path to bypass that barrier. I'm talking token system or, even better, crown store sales on vMA weapons.
SublimeSparo wrote: »Calculations
The chance of getting any sharpened weapon after x runs
Chance of any weapon with Sharpened dropping = 0.125
Number of runs = x
So 1-(0.125^x) = probability
Let x = 10 runs
1-(0.125^10) = 0.99999999906 chance for Sharpened to drop after 10 runs
Let x = 50
1-(0.125^50) = here's where google cant hack it, it replies with 1, implying that it's a certainty
SublimeSparo wrote: »Calculations
The chance of getting any sharpened weapon after x runs
Chance of any weapon with Sharpened dropping = 0.125
Number of runs = x
So 1-(0.125^x) = probability
Let x = 10 runs
1-(0.125^10) = 0.99999999906 chance for Sharpened to drop after 10 runs
Let x = 50
1-(0.125^50) = here's where google cant hack it, it replies with 1, implying that it's a certainty
@SublimeSparo ,
I'll help you
You need to shift two brackets in your formular
If the chance of getting a Sharpened Weapon is 0.125
The chance of NOT getting a Sharpened Weapon is (1-0.125)
With x as number of runs
The chance of NOT getting a Sharpened Weapon after x runs is: (1-0.125)^x
For x=10: (1-0.125)^10 = 0.263076 or roughly 25%
For x=50: (1-0.125)^50 = 0.001260 or roughly 0.12%
My Myth. It's completely rigged off your character & gameplay. You want BIS end game gear you either have to make leaderboards, get really lucky, or play a different character.
Had guildis clime a mountain several hundred of times on a stam to get BIS Magic. I clime same mountain as a magic, get BIS stam. All bound.