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Sooo. RNG 12% um no

  • ThePonzzz
    ThePonzzz
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    Anyone who has worked in game development knows it's not just a RNG that makes the call. You need something that USES a RNG to make the call.

    For example, at the most basic level of drops in a game, the action involved to getting a drop is killing the creature. It then selects a number. If that number meets the goal, you get the drop. But this is the most basic form of the use of a RNG.

    Most cases, you're undergoing a series of checks. Did you contribute X amount of damage, did X amount of time pass since the last drop, what role did you play in the group, etc. Time it took. After that, you have modifiers (sometimes positive of negative). And then after all that, the number selected helps determine the reward. In my experience, it's never ever been a straight random number determining the reward. ESO already has a lot of this in place, like cool downs and such.

    But let's say it's just straight 12%, like the OP said. We can use this basic formula, where X is the % and Y is the number of times you've tried it to determine your probability.

    1 - ( ( 1 - x ) ^ y )

    So 12% = .12 in decimal form.

    He mentions 7 keys... That's our Y.

    That means his chance of what he wanted dropping was 59.1% at the 7th key.

    Edited by ThePonzzz on January 26, 2017 5:18PM
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Simply put, any pattern of loot distribution is possible with pure RNG, and it is all working as intended. It is statistically possible to get 274 reinforced lord warden shoulders in a row. Not likely, but possible.
  • Artemiisia
    Artemiisia
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    ha, im up to 200+ keys now for a kragh medium divine, still no luck :D

    im not actually complaining, ill get it at one point, probably when its out of order :P
  • ThePonzzz
    ThePonzzz
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    Simply put, any pattern of loot distribution is possible with pure RNG, and it is all working as intended. It is statistically possible to get 274 reinforced lord warden shoulders in a row. Not likely, but possible.

    Yep, the best chance you ever have is 99.999% repeating forever.
  • Dev
    Dev
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    @rysc

    While you certainly were unlucky, such a small sample size does not say much of anything.

    sample size doesnt matter in this as Deltia did a video with 250 keys, and had the same luck.

    lambert then shown a slide which had the 'coded' distribution rate, and another that showed that their distribution has a variance of 2x, in other words:
    If an item trait is coded to have a 12.5% drop (100/8), they consider it ok when it has a realized drop rate between 9.6% to 14.4%

    You also have to factor in several stages:
    1. will the drop have a set piece. some fights this is a given, others not so much.
    2. will it be in the right set. zones have 3 sets
    3. will it be for the right slot, there are 11 slots it can be (wep, shield, 7 for the 'on body' slots, 2 accessory ring/neck)
    4. will it have the right trait, this is where lambert's chart would be

    SO when you have 3 sets times 11 slots times 8 traits *(not 9 since it wont ever drop nirn) is 264 possible items, for a 0.003% chance at the item you want. That is 1/3rd of one percent. To make it worse, that is at what would be coded in an ideal universe. Considering that there is a +- 2 derivation, you could have it from 0.2 to 0.4% chance.

    In other words: you could have a 99.998% chance of not getting the item you wanted. You have the same luck in hitting the lotto, getting hit by lightning or just spontaneously combustion.
  • Izaki
    Izaki
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    I got 3 Stormfist medium divines shoulders 3 times in a row. I was really happy until I realized that I only had 2 head pieces and that I used a different monster set on my stam DK.
    @ Izaki #PCEU
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  • Saltypretzels
    Saltypretzels
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    Rev Rielle wrote: »
    @rysc

    While you certainly were unlucky, such a small sample size does not say much of anything.

    Exactly.
    All these RNG complaint threads and similar over the months have only really highlighted one thing: Kids these days at school don't seem to pay enough attention in mathmetics.

    I'm not sure what decade you went to school, but in my opinion, kids have never paid attention to mathematics. 50,40,30,20,10 years ago, or recently. Except for the handful of smart ones. Which includes us of course.
  • Kartalin
    Kartalin
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    code65536 wrote: »
    Well, seeing as how you have a small sample size... and you're opening a chest that drops only 4 different shoulders (the center chest only drops Warden, Kena, Veli, and Chudan), you really shouldn't be surprised that you got a string of the same type.
    I can't wait till I get my 12 medium velidreth shoulders in a row to finally balance out the probabilities, even though 6 of the will be training and prosperous.
  • AhPook_Is_Here
    AhPook_Is_Here
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    rysc wrote: »
    So yesterday, used four keys and got two Lord wardens pauldrons, both reinforced and two Lord Wardens epaulets, one well fitted and one sturdy.

    Today I get another Lord Warden paudlron, reinforced.

    then I got another two keys and received two molag kena reinforced arm cops.

    So whats the formula for RNG again?

    I'd say you are lucky, chance of getting 3 reinforced in a row is like almost 1 in 600
    “Whatever.”
    -Unknown American
  • Pallmor
    Pallmor
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    rysc wrote: »
    So yesterday, used four keys and got two Lord wardens pauldrons, both reinforced and two Lord Wardens epaulets, one well fitted and one sturdy.

    Today I get another Lord Warden paudlron, reinforced.

    then I got another two keys and received two molag kena reinforced arm cops.

    So whats the formula for RNG again?

    Yeah, I had the same thing happen with Ilambris when I did several dungeon runs recently. I got something like 3 or 4 in a row (out of a run of maybe 10 dungeons). No freaking way that that was random.
  • itsfatbass
    itsfatbass
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    RNG = Random NONSENSE Generator
    Edited by itsfatbass on January 26, 2017 9:25PM
    ~PC/NA~ Magblade, Tankanist, Healplar, Stamcro, Oakensorc, Healden, Tanknight ~PLUR~
  • Bobby_V_Rockit
    Bobby_V_Rockit
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    I mostly get chudan or lord warden epaulets. I'm yet to get divines medium velidreth. Gotten 2 in heavy though
  • Qyrk
    Qyrk
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    Better question for you, OP

    'How long is a piece of string?'
  • PurifedBladez
    PurifedBladez
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    You don't even know how many velidreth shoulders I have
  • ThePonzzz
    ThePonzzz
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    Qyrk wrote: »
    Better question for you, OP

    'How long is a piece of string?'

    Not sure if many will understand your idiom. I laughed though.
  • LadyLethalla
    LadyLethalla
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    Recently I needed Ilambris light Divines shoulders to complete my MagSorc's gear.
    Tried a couple of keys on one character, got two of the same shoulders of a different set. Went away for a while. Logged in on a different character, opened up the Undaunted chest, got exactly what I wanted.

    Mind you, that stands out amongst all my own examples of bad drops.

    x-TallyCat-x // PC EU DC - For the Covenant! // ESO Platinum trophy - 16th May 2017.
    Melbourne Australia - the land of Potato Internet.WTB ESO OCEANIC SERVER
  • Drasn
    Drasn
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    ThePonzzz wrote: »
    Anyone who has worked in game development knows it's not just a RNG that makes the call. You need something that USES a RNG to make the call.

    For example, at the most basic level of drops in a game, the action involved to getting a drop is killing the creature. It then selects a number. If that number meets the goal, you get the drop. But this is the most basic form of the use of a RNG.

    Most cases, you're undergoing a series of checks. Did you contribute X amount of damage, did X amount of time pass since the last drop, what role did you play in the group, etc. Time it took. After that, you have modifiers (sometimes positive of negative). And then after all that, the number selected helps determine the reward. In my experience, it's never ever been a straight random number determining the reward. ESO already has a lot of this in place, like cool downs and such.

    But let's say it's just straight 12%, like the OP said. We can use this basic formula, where X is the % and Y is the number of times you've tried it to determine your probability.

    1 - ( ( 1 - x ) ^ y )

    So 12% = .12 in decimal form.

    He mentions 7 keys... That's our Y.

    That means his chance of what he wanted dropping was 59.1% at the 7th key.

    No.

    It means that each individual key would have 12% chance on it's own. The key prior and the key after have no influence on that particular key. Therefore, the "y" in your formula is meaningless to the actual outcome.
  • Asardes
    Asardes
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    Big Chest: 4 sets, 3 weights, 8 traits -> 1/96 = 0.010427) chance you get what you wanted
    Small Chests: 12 sets, 3 weights, 8 traits -> 1/288 = 0.003472) chance you get what you wanted

    So RNG is not "biased". It's just that the probability is very small. For example on average you have to open Maj's chest about 200 times to have a 50% change to get Kra'gh medium divine shoulder.

    (1-(1-0.003472)^200)=1-0.498=0.501251
    Edited by Asardes on January 27, 2017 10:03AM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • Cyrediath
    Cyrediath
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    I have anger issues because of rng in game.
  • Bobby_V_Rockit
    Bobby_V_Rockit
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    Aaaand I finally get my divines medium velidreth. Moving right along now...
  • Flaminir
    Flaminir
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    I love mistress RNG... she is my comfort & protector...

    And she delivered unto me a sharpened Inferno maelstrom staff on only my 5th run of vMA!!

    After this I shall hear nothing bad said against her! :D
    GM of the Unholy Legacy
    PC/EU/EP
  • Pops_ND_Irish
    Pops_ND_Irish
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    Thank you for great RNG
    Edited by Pops_ND_Irish on January 27, 2017 10:57AM
  • ThePonzzz
    ThePonzzz
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    ThePonzzz wrote: »
    Anyone who has worked in game development knows it's not just a RNG that makes the call. You need something that USES a RNG to make the call.

    For example, at the most basic level of drops in a game, the action involved to getting a drop is killing the creature. It then selects a number. If that number meets the goal, you get the drop. But this is the most basic form of the use of a RNG.

    Most cases, you're undergoing a series of checks. Did you contribute X amount of damage, did X amount of time pass since the last drop, what role did you play in the group, etc. Time it took. After that, you have modifiers (sometimes positive of negative). And then after all that, the number selected helps determine the reward. In my experience, it's never ever been a straight random number determining the reward. ESO already has a lot of this in place, like cool downs and such.

    But let's say it's just straight 12%, like the OP said. We can use this basic formula, where X is the % and Y is the number of times you've tried it to determine your probability.

    1 - ( ( 1 - x ) ^ y )

    So 12% = .12 in decimal form.

    He mentions 7 keys... That's our Y.

    That means his chance of what he wanted dropping was 59.1% at the 7th key.

    No.

    It means that each individual key would have 12% chance on it's own. The key prior and the key after have no influence on that particular key. Therefore, the "y" in your formula is meaningless to the actual outcome.

    We're talking probability. You can always get lucky.
  • alexkdd99
    alexkdd99
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    Turelus wrote: »
    Rev Rielle wrote: »
    @rysc

    While you certainly were unlucky, such a small sample size does not say much of anything.

    Exactly.
    All these RNG complaint threads and similar over the months have only really highlighted one thing: Kids these days at school don't seem to pay enough attention in mathmetics.
    I think it's also following the trend these days on MMO forums which is hear word or phrase then repeat without understanding what you're saying.

    It's fine to have problems with RNG as a system, it's silly to complain RNG is being, well random.

    At the same time we don't know if everything is weighted the same or not. And we probably will never know.
  • Drasn
    Drasn
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    ThePonzzz wrote: »
    ThePonzzz wrote: »
    Anyone who has worked in game development knows it's not just a RNG that makes the call. You need something that USES a RNG to make the call.

    For example, at the most basic level of drops in a game, the action involved to getting a drop is killing the creature. It then selects a number. If that number meets the goal, you get the drop. But this is the most basic form of the use of a RNG.

    Most cases, you're undergoing a series of checks. Did you contribute X amount of damage, did X amount of time pass since the last drop, what role did you play in the group, etc. Time it took. After that, you have modifiers (sometimes positive of negative). And then after all that, the number selected helps determine the reward. In my experience, it's never ever been a straight random number determining the reward. ESO already has a lot of this in place, like cool downs and such.

    But let's say it's just straight 12%, like the OP said. We can use this basic formula, where X is the % and Y is the number of times you've tried it to determine your probability.

    1 - ( ( 1 - x ) ^ y )

    So 12% = .12 in decimal form.

    He mentions 7 keys... That's our Y.

    That means his chance of what he wanted dropping was 59.1% at the 7th key.

    No.

    It means that each individual key would have 12% chance on it's own. The key prior and the key after have no influence on that particular key. Therefore, the "y" in your formula is meaningless to the actual outcome.

    We're talking probability. You can always get lucky.

    Except the formula you posted is still wrong.

    If using a key were like pulling a card from a deck and then discarding until you got the card you wanted then your formula would be correct as the probability that you draw the card you want would grow with each discard. However, using a key is like rolling two dice where if an unwanted outcome is attained it is not removed from the equation and therefore is still a possible outcome on each successive roll.
  • ThePonzzz
    ThePonzzz
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    ThePonzzz wrote: »
    ThePonzzz wrote: »
    Anyone who has worked in game development knows it's not just a RNG that makes the call. You need something that USES a RNG to make the call.

    For example, at the most basic level of drops in a game, the action involved to getting a drop is killing the creature. It then selects a number. If that number meets the goal, you get the drop. But this is the most basic form of the use of a RNG.

    Most cases, you're undergoing a series of checks. Did you contribute X amount of damage, did X amount of time pass since the last drop, what role did you play in the group, etc. Time it took. After that, you have modifiers (sometimes positive of negative). And then after all that, the number selected helps determine the reward. In my experience, it's never ever been a straight random number determining the reward. ESO already has a lot of this in place, like cool downs and such.

    But let's say it's just straight 12%, like the OP said. We can use this basic formula, where X is the % and Y is the number of times you've tried it to determine your probability.

    1 - ( ( 1 - x ) ^ y )

    So 12% = .12 in decimal form.

    He mentions 7 keys... That's our Y.

    That means his chance of what he wanted dropping was 59.1% at the 7th key.

    No.

    It means that each individual key would have 12% chance on it's own. The key prior and the key after have no influence on that particular key. Therefore, the "y" in your formula is meaningless to the actual outcome.

    We're talking probability. You can always get lucky.

    Except the formula you posted is still wrong.

    If using a key were like pulling a card from a deck and then discarding until you got the card you wanted then your formula would be correct as the probability that you draw the card you want would grow with each discard. However, using a key is like rolling two dice where if an unwanted outcome is attained it is not removed from the equation and therefore is still a possible outcome on each successive roll.

    You've got the wrong idea of what I'm displaying. We're not calculating the odds of it actually happening. We're calculating the likelihood of it happening. That's all.
  • Dawnblade
    Dawnblade
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    Drops from key chests and bosses should never have non combat traits.

    It is bad enough the traits are as imbalanced as they are and that loot tables are polluted by traits that are much less useful than others, but it's a giant middle finger to players to have drops with traits that provide ZERO combat benefit.

    Prosperous and training should be stuff for crafted sets and maybe random chests and trash drops, not undaunted keys, reward chests, or boss drops.
    Edited by Dawnblade on January 29, 2017 12:01AM
  • Infinite12
    Infinite12
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    It's still rng.
    And there's no formula for rng on shoulders. You just got a bad role of the dice.

    That is an unsatisfactory answer. And I'll tell you why, because you get more bad rolls than good ones. It's not random. It is definitely rigged to make it harder for you to get anything decent. That's why terrible traits still exist in max level gear. Training? Well fitted? Prosperous? Those should not exist on dropped, bound, items. But they do solely to dilute drops and make it harder for you to get anything worth while. There's a greater chance that something completely poops is going to drop than something you need. That's not random, that's rigged.
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  • mvffins
    mvffins
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    Wow we complaining about undaunted shoulders RNG but not motif dropping RNG for draugr?
  • Asardes
    Asardes
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    Well, TBH each time I spend the 6 keys at leas 1-2 of the shoulders I get are with decent traits: divines or impenetrable. But most times I check them against my dedicated bank char's inventory and find out I already have them. For example on Saturday I ran all 3 pledges with some friends - I only run them occasionally now as I'm quite bored of them - took 6 keys and spent 3 on Maj's chest and 3 on Glirion's chest. 4 of the shoulders were indeed carp, but I pulled a divines heavy Engine Guardian for the former and divines light Nerien'eth from the latter. The last one I already had so I only kept the first.

    Right after One Tamriel I really had an acute storage problem, and until I could find the time to make that dedicated monster set bank char I had no choice but to keep the keys which were now coming at the rate of 5-6 a day. I had amassed 220 of them on one char (they stack up to 200) and another 60 on another that I had just ran trough most of the dungeons to get the skill points and level up undaunted. I opened all chests they day I had the bank char ready. I've decided to keep around 30 of the shoulders I've gotten then, so better than 10%. Some were in good traits but broke them up nevertheless, since they were doubles so probably the good trait drop rate was much higher. For example I got 3 light divines Grothdarr in the same string - probably not consecutive, but pretty close together because I had them in inventory at the same time. I only spent my chests on Maj's chest - about 40% - and on Glirion's - the rest 60% - since I wasn't hunting for one set specifically, but those chests contained most of the new sets - especially Glirion's - and I already had the shoulders from the DLC dungeons in perfect traits & weights already.

    So I didn't really encounter any increased drop probability for utterly useless traits compared to what was expected from a large number of random extractions. It's only the perception bias for people hunting a very specific item and not receiving it - which is not unexpected, taking into account the odds - that influences the view on RNG. I understand how RNG works in this game so I have resigned myself to simply casting a wide net and keeping the items that might prove useful in the future, rather than feverishly farming for a specific gear piece that I need right now. The only exception has been a piece of Ebon Armory which I really needed in perfect trait. It took dozens of runs of COA1, mostly in vet, with random groups since I didn't have people to farm with at the moment, to get that piece. But while running the dungeon I've also gotten quite a few pieces of divines Shroud of the Lich, Leviathan and two Ilambris heads, one medium and the other light, which I also kept so I don't have to re-farm them later. Overall it hasn't been such a bad experience. So I never discard "bycatch" even if I don't need it right away.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
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    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
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    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
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