MasterSpatula wrote: »andreasranasen wrote: »LIES! You can't be fully serious that you opened 2k skulls and no mask. If you really did, by now you should have enough money to just go buy one in the Guild Stores. Masks are only around 50k...............
I don't know, man, I'm only at about 150 with no masks, and I've already reached a "By God, I WILL get this drop" state. If I got to 900+, I would probably have given up by now, but I'd also be really steamed about it.
Assuming OP is, you know, not completely insane, there's no good reason for this to have happened to him. Sure, it's perfectly within the realm of RNG possibility, but good game design would have contingencies for things like that.
You mean "after opening x amount of skulls, it's guaranteed to drop" ? Too bad it doesn't happen that way, only possibloe contingency i can see that works.
Prof_Bawbag wrote: »Out of interest, where are these masks listed in guild shops? I have one listed in a guild shop and can see it in my listings, but what does it actually come under?
Elephant42 wrote: »The major problem with a mathematically correct RNG, is that with a big enough sample size, it is almost certain that a few people will get screwed, just as it is almost certain that a few will find a very rare item on the first attempt.
I've always thought that a better way to do RNG in games is for it to be heuristic. That is it tracks your luck and gradually increases it as necessary to ensure you don't get stuck at the far left end of the bell curve.
On the other hand if the devs truly want something to be rare and based solely on luck and not on time/effort, then they have to also do the reverse, i.e. gradually decrease the luck for grinders and farmers.
ha wow I suddenly feel better about having 120 skulls with no mask.
I wonder @SASKIY are you an ESO + subscriber? I was beginning to think that these won't drop for someone who isn't ESO+
Elephant42 wrote: »The major problem with a mathematically correct RNG, is that with a big enough sample size, it is almost certain that a few people will get screwed, just as it is almost certain that a few will find a very rare item on the first attempt.
I've always thought that a better way to do RNG in games is for it to be heuristic. That is it tracks your luck and gradually increases it as necessary to ensure you don't get stuck at the far left end of the bell curve.