ImmortalCX wrote: »That said, old long term players should have an easier time getting the drops.
Whilst I agree it is RNG I do think the OP has a point in a different respect.
This opinion is based on over 25 years working in the gaming industry.
My first job after school was working for Games Workshop where I play tested many games. Some of them RPGs, others boardgames. Warhammer RPG, Talisman and Bloodbowl to name a few.
Then I did over 25 years in the gambling industry.
With the Games Workshop stuff earning skills in either types of games can give you bonuses to dice rolls (RNG).
In the casinos I did 2 years as a Slots Manager. A slot machine can have its percentage payout set at different levels (RNG); they also change there RNG depending on percentage of income compaired to payout.
How do these work in relation to ESO?
Having an achievement could make your chances of a drop better. Master Angler for example could make your chance of getting fishing leads slightly better.
I also think that if it has been a while since an item has been scored it is more than likely to drop. Basically ESO acting like a fruit machine. Best example of this is crown crates (yes they are gambling).
ImmortalCX wrote: »Whilst I agree it is RNG I do think the OP has a point in a different respect.
This opinion is based on over 25 years working in the gaming industry.
My first job after school was working for Games Workshop where I play tested many games. Some of them RPGs, others boardgames. Warhammer RPG, Talisman and Bloodbowl to name a few.
Then I did over 25 years in the gambling industry.
With the Games Workshop stuff earning skills in either types of games can give you bonuses to dice rolls (RNG).
In the casinos I did 2 years as a Slots Manager. A slot machine can have its percentage payout set at different levels (RNG); they also change there RNG depending on percentage of income compaired to payout.
How do these work in relation to ESO?
Having an achievement could make your chances of a drop better. Master Angler for example could make your chance of getting fishing leads slightly better.
I also think that if it has been a while since an item has been scored it is more than likely to drop. Basically ESO acting like a fruit machine. Best example of this is crown crates (yes they are gambling).
I spent a couple years playing a mobile game called dungeons hunter.
It has loot chests like eso which you needed to be powerful.
There were certain events that appeared to be random, but that I figured out were based on a system.
One thing they did, was increase drop luck during certain time slots. So if you grind an event for several hours, you would see that between (say) :30 and :35 every hour, the drip rate was 5x normal.
Also there was a gear exchange system where you randomly received powerups from discarded gear. The thing was, it wasn't random. When you exchanged certain color combinations, the chance of getting a powerup was x5.
It's not always rng. It's easy to say that's all it is if you can't see patterns.
ImmortalCX wrote: »That said, old long term players should have an easier time getting the drops.
But they haven't.
Because it's random.
Whilst I agree it is RNG I do think the OP has a point in a different respect.
This opinion is based on over 25 years working in the gaming industry.
My first job after school was working for Games Workshop where I play tested many games. Some of them RPGs, others boardgames. Warhammer RPG, Talisman and Bloodbowl to name a few.
Then I did over 25 years in the gambling industry.
With the Games Workshop stuff earning skills in either types of games can give you bonuses to dice rolls (RNG).
In the casinos I did 2 years as a Slots Manager. A slot machine can have its percentage payout set at different levels (RNG); they also change there RNG depending on percentage of income compaired to payout.
How do these work in relation to ESO?
Having an achievement could make your chances of a drop better. Master Angler for example could make your chance of getting fishing leads slightly better.
I also think that if it has been a while since an item has been scored it is more than likely to drop. Basically ESO acting like a fruit machine. Best example of this is crown crates (yes they are gambling).
And there is no such thing as 'pure RNG', because any RNG you can name 'pure' and will be right.
ImmortalCX wrote: »Whilst I agree it is RNG I do think the OP has a point in a different respect.
This opinion is based on over 25 years working in the gaming industry.
My first job after school was working for Games Workshop where I play tested many games. Some of them RPGs, others boardgames. Warhammer RPG, Talisman and Bloodbowl to name a few.
Then I did over 25 years in the gambling industry.
With the Games Workshop stuff earning skills in either types of games can give you bonuses to dice rolls (RNG).
In the casinos I did 2 years as a Slots Manager. A slot machine can have its percentage payout set at different levels (RNG); they also change there RNG depending on percentage of income compaired to payout.
How do these work in relation to ESO?
Having an achievement could make your chances of a drop better. Master Angler for example could make your chance of getting fishing leads slightly better.
I also think that if it has been a while since an item has been scored it is more than likely to drop. Basically ESO acting like a fruit machine. Best example of this is crown crates (yes they are gambling).
I spent a couple years playing a mobile game called dungeons hunter.
It has loot chests like eso which you needed to be powerful.
There were certain events that appeared to be random, but that I figured out were based on a system.
One thing they did, was increase drop luck during certain time slots. So if you grind an event for several hours, you would see that between (say) :30 and :35 every hour, the drip rate was 5x normal.
Also there was a gear exchange system where you randomly received powerups from discarded gear. The thing was, it wasn't random. When you exchanged certain color combinations, the chance of getting a powerup was x5.
It's not always rng. It's easy to say that's all it is if you can't see patterns.
I agreed with most of your original post and mine was to back you up to a certain point in no way did I mean to offend in any way.
Increasing drop luck in that other game strenghtens my point that RNG can be adjusted. What I call weighted RNG but it is still RNG.
Also, when you did the gear exchange it gave you an increased chance. A chance therefore still random (unless you worded this wrong).
But the line that made me reply the most was your last statement.
I used to hear the patterns argument all the time by avid fruit machine addicts. That way can lead to ruin even in an MMO.
I already know of people playing a lot more than usual because they can see the patterns. This can be detrimental to ones health.
I hope this isn't the case with yourself.
We should all have an healthy time online is what I am trying to say.
Pure RNG exists or not exists, because there is no way to say what are features of pure RNG and what are features of not pure RNG (and prove it mathematically). You can say 'this RNG is pure and another is not pure", I will answer 'no, another is pure too' and you have no way to prove me wrong. Otherwise, I can say 'the first RNG is not pure' and you have no way to prove that it is.NupidStoob wrote: »And there is no such thing as 'pure RNG', because any RNG you can name 'pure' and will be right.
So any RNG can be pure therefore pure RNG exists. Your statement makes no sense.
When I (and many others) say pure RNG they simply mean that we can't predict or influence the outcome therefore it's meaningless to discuss.
Some of you guys sound like RNG means uniform distribution. RNG doesn't mean such a thing. RNG may be done by uniform distribution, RNG may be done by normal distribution, RNG any be done by any other distribution with any possible additional conditions.
Even if RNG is done as uniform distribution, you can use it any way you want. For example, take d20. This is RNG, this is uniform distribution. Now you can code that if number is bigger than 10 and you have some achievement, then you 'win' (get a lead), at the same time with the same RNG you can code that if number is bigger than 15 and you don't have an achivement, then you 'win' (get a lead). This is the same RNG, but with different conditions and different results.
Then we have seed. What do you know about seed in ESO? Nothing. But seed may be account-based, may be character-based, may be zone-based, may be player session-based, may be server session-based (reset at maintenance), may be simply time-based (current time is used as seed for each RNG usage).
In essence, we have no idea about distribution, we have no idea about conditions, we have no idea about seed (also everything mentioned can be different for different activities, for example leads, motif pages and critical damage may be based on 3 different distributions, conditions and seeds).
And there is no such thing as 'pure RNG', because any RNG you can name 'pure' and will be right.
Hexquisite wrote: »I am all for having to work for something, but I think that maybe at 25 or 30 runs, we should just get it, or a token to turn into a vendor.
I got a gold lead from a thieves trove on a brand new 5-minute old (skipped the tutorial) level 3 character.
It's RNG.
ImmortalCX wrote: »Like everyone else, some leads came easy, and some not so much...
One dungeon, Direfrost Keep took 25+ runs to get. However, the fishing leads were all relatively painless.
And more recently, I got the lead from Crypt of Hearts... on my first run!
Yes, this could be explained by pure RNG, but the interesting thing is that I almost never ran Direfrost prior to hunting the lead. Maybe why it took over 25 runs.
And as far as fishing goes? I have done alot of it.
And finally, Crypt of Hearts? I have run that many times, having farmed a full Leviathan set, and also a rare motif that dropped during one of the events a couple years ago.
My hypothesis, is that the content you have run more often, is the content that the leads drop most easily. That said, old long term players should have an easier time getting the drops.
ImmortalCX wrote: »I got a gold lead from a thieves trove on a brand new 5-minute old (skipped the tutorial) level 3 character.
It's RNG.
OTH, one of the conditions may be that when you have had no leads, there is a much higher chance of feeding them to you.
When patch first dropped, I was given leads by just breathing on things. I've gone back to farm multiple copies and subsequent tries took much more time.
I dont think it is pure RNG. There are rules and conditions governing drop rates.