18 coffers. Nerien: 8 light, 2 heavy, 2 medium, Ilambris: 4 heavy, 2 light. No medium.
This is NOT funny. This is NOT motivating to play this game.
And this is not the first time that sets that are more popular are harder to get. I have tens of useless shoulders. Rigged RNG, shame on you ZOS.
nafensoriel wrote: »18 coffers. Nerien: 8 light, 2 heavy, 2 medium, Ilambris: 4 heavy, 2 light. No medium.
This is NOT funny. This is NOT motivating to play this game.
And this is not the first time that sets that are more popular are harder to get. I have tens of useless shoulders. Rigged RNG, shame on you ZOS.
You want them to fix RANDOM by making it less random?
nafensoriel wrote: »18 coffers. Nerien: 8 light, 2 heavy, 2 medium, Ilambris: 4 heavy, 2 light. No medium.
This is NOT funny. This is NOT motivating to play this game.
And this is not the first time that sets that are more popular are harder to get. I have tens of useless shoulders. Rigged RNG, shame on you ZOS.
You want them to fix RANDOM by making it less random?
Do you know that it's random to begin with? No skewed loot tables with duplicates of low-value weight/trait combinations to foster more grinding and function as an undaunted key sink? No wonky algorithms producing less than random outcomes? I am always suspicious of RNG in these games, as the developer/publisher has a horse in the race. If you ask me, the best system would be one where gear is mostly crafted, and the best gear would require rare materials from the hardest encounters. Still hard to get, but not left to chance or susceptible to interference from the developer.
nafensoriel wrote: »nafensoriel wrote: »18 coffers. Nerien: 8 light, 2 heavy, 2 medium, Ilambris: 4 heavy, 2 light. No medium.
This is NOT funny. This is NOT motivating to play this game.
And this is not the first time that sets that are more popular are harder to get. I have tens of useless shoulders. Rigged RNG, shame on you ZOS.
You want them to fix RANDOM by making it less random?
Do you know that it's random to begin with? No skewed loot tables with duplicates of low-value weight/trait combinations to foster more grinding and function as an undaunted key sink? No wonky algorithms producing less than random outcomes? I am always suspicious of RNG in these games, as the developer/publisher has a horse in the race. If you ask me, the best system would be one where gear is mostly crafted, and the best gear would require rare materials from the hardest encounters. Still hard to get, but not left to chance or susceptible to interference from the developer.
/puts on tinfoil hat
Yes and that makes so much more sense than doing a simple % based RNG system that costs the least amount of resources to produce and operate.
/takes off tinfoil hat
Programmers are, by nature, lazy with the path to the end goal. It isn't because we are actually lazy... but because the lazy path is often the most efficient and least likely to cause catastrophic bugs we can't solve.
nafensoriel wrote: »nafensoriel wrote: »18 coffers. Nerien: 8 light, 2 heavy, 2 medium, Ilambris: 4 heavy, 2 light. No medium.
This is NOT funny. This is NOT motivating to play this game.
And this is not the first time that sets that are more popular are harder to get. I have tens of useless shoulders. Rigged RNG, shame on you ZOS.
You want them to fix RANDOM by making it less random?
Do you know that it's random to begin with? No skewed loot tables with duplicates of low-value weight/trait combinations to foster more grinding and function as an undaunted key sink? No wonky algorithms producing less than random outcomes? I am always suspicious of RNG in these games, as the developer/publisher has a horse in the race. If you ask me, the best system would be one where gear is mostly crafted, and the best gear would require rare materials from the hardest encounters. Still hard to get, but not left to chance or susceptible to interference from the developer.
/puts on tinfoil hat
Yes and that makes so much more sense than doing a simple % based RNG system that costs the least amount of resources to produce and operate.
/takes off tinfoil hat
Programmers are, by nature, lazy with the path to the end goal. It isn't because we are actually lazy... but because the lazy path is often the most efficient and least likely to cause catastrophic bugs we can't solve.
nafensoriel wrote: »nafensoriel wrote: »18 coffers. Nerien: 8 light, 2 heavy, 2 medium, Ilambris: 4 heavy, 2 light. No medium.
This is NOT funny. This is NOT motivating to play this game.
And this is not the first time that sets that are more popular are harder to get. I have tens of useless shoulders. Rigged RNG, shame on you ZOS.
You want them to fix RANDOM by making it less random?
Do you know that it's random to begin with? No skewed loot tables with duplicates of low-value weight/trait combinations to foster more grinding and function as an undaunted key sink? No wonky algorithms producing less than random outcomes? I am always suspicious of RNG in these games, as the developer/publisher has a horse in the race. If you ask me, the best system would be one where gear is mostly crafted, and the best gear would require rare materials from the hardest encounters. Still hard to get, but not left to chance or susceptible to interference from the developer.
/puts on tinfoil hat
Yes and that makes so much more sense than doing a simple % based RNG system that costs the least amount of resources to produce and operate.
/takes off tinfoil hat
Programmers are, by nature, lazy with the path to the end goal. It isn't because we are actually lazy... but because the lazy path is often the most efficient and least likely to cause catastrophic bugs we can't solve.
18 tries. 1/6th of a chance of a given type/weight means a 3.8% of getting none of one specific weight/type. Sorry for your bad luck, but nowhere near a statistically relevant sample size.
nafensoriel wrote: »18 coffers. Nerien: 8 light, 2 heavy, 2 medium, Ilambris: 4 heavy, 2 light. No medium.
This is NOT funny. This is NOT motivating to play this game.
And this is not the first time that sets that are more popular are harder to get. I have tens of useless shoulders. Rigged RNG, shame on you ZOS.
You want them to fix RANDOM by making it less random?
r3turn2s3nd3r wrote: »At 18 coffers, your subset of 'draws' from the total population of 'draws' is simply statistically insignificant. It's nothing more than sampling error.
While you may not like it, if you were to add up results of ALL the coffers of EVERY SINGLE player ever then you could actually draw a conclusion as to whether it's 'rigged' or not.
18 coffers. Nerien: 8 light, 2 heavy, 2 medium, Ilambris: 4 heavy, 2 light. No medium.
This is NOT funny. This is NOT motivating to play this game.
And this is not the first time that sets that are more popular are harder to get. I have tens of useless shoulders. Rigged RNG, shame on you ZOS.
18 tries. 1/6th of a chance of a given type/weight means a 3.8% of getting none of one specific weight/type. Sorry for your bad luck, but nowhere near a statistically relevant sample size.
I like math too. So how about this: out of the 8 light Nerien items, 4 of them I got in a row. 4 fricking epaulets in a row. That's 0.07% chance. And out of those 4 heavy Ilambris - 3 are Infused - 0.17%. I played XCOM a lot, I know how true random looks like.
Dusk_Coven wrote: »18 coffers. Nerien: 8 light, 2 heavy, 2 medium, Ilambris: 4 heavy, 2 light. No medium.
This is NOT funny. This is NOT motivating to play this game.
And this is not the first time that sets that are more popular are harder to get. I have tens of useless shoulders. Rigged RNG, shame on you ZOS.
Before the change that's how many keys people sometimes spent, except they got a wider range of drops in the process.
Either way it makes more sense to just wait for it to show up at the Golden and save your keys since ZOS has set the precedent that they can be event currency.
gatekeeper13 wrote: »
e.g CoA. 14 drops, 8 Sunderflame, 6 Embershield, 0 BSW armor. How is this "random"?
nafensoriel wrote: »You want them to fix RANDOM by making it less random?
...so they really should stop leaving it to the gods of the die roll for BoP sets, and switch the whole thing over to a full "get exactly what you need" token system!!!This is NOT funny. This is NOT motivating to play this game.
The thing is player is not expected to make a statistically relevant number of draws in this case. That is not a case when one player will make thousands or tens of thousands draws. Using RNG outside of cases with statistically relevant number of draws for one player is bad game design.18 tries. <snip> Sorry for your bad luck, but nowhere near a statistically relevant sample size.