Oreyn_Bearclaw wrote: »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.
Giles.floydub17_ESO wrote: »
Rev Rielle wrote: »Giles.floydub17_ESO wrote: »
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 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.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.
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?
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?
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.
thomas.k.grayb14_ESO 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.
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.Rev Rielle wrote: »Giles.floydub17_ESO wrote: »
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.
It's fine to have problems with RNG as a system, it's silly to complain RNG is being, well random.
thomas.k.grayb14_ESO 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.
thomas.k.grayb14_ESO wrote: »thomas.k.grayb14_ESO 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.
kyle.wilson wrote: »It's still rng.
And there's no formula for rng on shoulders. You just got a bad role of the dice.