ImmortalCX wrote: »People who say "its all RNG" are taking the position that you can't prove its not an equal distribution, that every character has the same chance. Thats a pretty easy position to defend. Kinda like saying "God does not exist", because there isn't any tangible proof. This is a great argument for people who want to be right.
Proving that RNG is biased is more difficult.
One thing I'd like to mention is that there is obvious logic surrounding RNG. For instance with antiquity leads. When you already have an open lead, you wont get that same lead again until you complete the original one.
So somewhere in the code, at a bare minimum, there is a line that checks to see.. if character has lead, then don't grant character this lead. Unknown if this check happens before the roll or after.
ImmortalCX wrote: »People who say "its all RNG" are taking the position that you can't prove its not an equal distribution, that every character has the same chance. Thats a pretty easy position to defend. Kinda like saying "God does not exist", because there isn't any tangible proof. This is a great argument for people who want to be right.
Proving that RNG is biased is more difficult.
One thing I'd like to mention is that there is obvious logic surrounding RNG. For instance with antiquity leads. When you already have an open lead, you wont get that same lead again until you complete the original one.
So somewhere in the code, at a bare minimum, there is a line that checks to see.. if character has lead, then don't grant character this lead. Unknown if this check happens before the roll or after.
That is actually just false. You will continue to get the lead to drop, you just won't be able to pick it up without it destroying. I've had multiple leads drop multiple times while I had one in my inventory, they just wouldn't duplicate in my inventory.
ImmortalCX wrote: »ImmortalCX wrote: »People who say "its all RNG" are taking the position that you can't prove its not an equal distribution, that every character has the same chance. Thats a pretty easy position to defend. Kinda like saying "God does not exist", because there isn't any tangible proof. This is a great argument for people who want to be right.
Proving that RNG is biased is more difficult.
One thing I'd like to mention is that there is obvious logic surrounding RNG. For instance with antiquity leads. When you already have an open lead, you wont get that same lead again until you complete the original one.
So somewhere in the code, at a bare minimum, there is a line that checks to see.. if character has lead, then don't grant character this lead. Unknown if this check happens before the roll or after.
That is actually just false. You will continue to get the lead to drop, you just won't be able to pick it up without it destroying. I've had multiple leads drop multiple times while I had one in my inventory, they just wouldn't duplicate in my inventory.
Oh, ok. But the logic is still true for crown crates and unique items. It doesnt invalidate the argument.
ImmortalCX wrote: »ImmortalCX wrote: »People who say "its all RNG" are taking the position that you can't prove its not an equal distribution, that every character has the same chance. Thats a pretty easy position to defend. Kinda like saying "God does not exist", because there isn't any tangible proof. This is a great argument for people who want to be right.
Proving that RNG is biased is more difficult.
One thing I'd like to mention is that there is obvious logic surrounding RNG. For instance with antiquity leads. When you already have an open lead, you wont get that same lead again until you complete the original one.
So somewhere in the code, at a bare minimum, there is a line that checks to see.. if character has lead, then don't grant character this lead. Unknown if this check happens before the roll or after.
That is actually just false. You will continue to get the lead to drop, you just won't be able to pick it up without it destroying. I've had multiple leads drop multiple times while I had one in my inventory, they just wouldn't duplicate in my inventory.
Oh, ok. But the logic is still true for crown crates and unique items. It doesnt invalidate the argument.
Unique items still drop from crown crates too. If you already know the emote or momento or pet or mount it converts it into gems right in front of you.
I continue to believe that certain people have luckier characters while also making fun of myself for doing so.
Two thoughts on this.
There WOULD be a kind of business reason to have some "luckier" characters out there. It would be to give the rest of us hope. If drop rates are very low but there are, say, 3% of characters out there much more likely to obtain rare drops, it ensures at least a few folks will get the rare items while keeping them much rarer than increasing the probability for everyone.
It is probably pretty subjective though. The game does not know you are running dungeon x for niche build y so the fact that other folks always get icy conjurer sash but you haven't seen one drop in 100 runs... other people who probably don't need that piece would never notice or feel lucky when they get a sash each run. This theory (likely untrue) only really works if you limit the concept to things that pretty much EVERYONE would find valuable. Such as if one of your characters always gets a large amount of nirnhoned mats while farming in Crag compared to others.
My main feels unlucky because she never ever seems to get gear from chests. It is extremely common for me to be the only person that does not get equipment from a chest. I ran a vKA the other day and received nothing from any of the chests. Does this really happen to me more than others? Maybe. Maybe not. Probably I will never know!
It certainly feels that way, doesn't it. I play most of the time on my main and I don't get recipe drops or any of the really good stuff with him. I play my healer once in a blue moon and just about every dungeon he'll find some sort of rare motif page or a purple recipe or an aetherial dust or something. It's bizarre.
It certainly feels that way, doesn't it. I play most of the time on my main and I don't get recipe drops or any of the really good stuff with him. I play my healer once in a blue moon and just about every dungeon he'll find some sort of rare motif page or a purple recipe or an aetherial dust or something. It's bizarre.
Yeah but on the other side of the coin are people like me - on PC NA I got 1 crate for free - had a dwarfen guar in it, an apex mount, Not very likely to happen, but I got extremely lucky with this - or not, depends on how you see it, because I play normally on PC EU and there it would be much nicer to have it - so in a way that was bad luck combined with extreme luck.
newtinmpls wrote: »this thread is still full of people espousing nonsense
Pish and tosh.
This thread is espousing a fun discussion about some characters are consistently luckier than others. And they are. Which does not go against RNG in any way, since if people have "random" luck, then some by chance will be luckier or unluckier.
I have a particular character, Vos, who (long backstory short) was an accountant and is now learning to be a "Pirate" (running the thieves guild quests). Vos is a High Elf, so he doesn't have the benefit of lovely racial passives, as does his friend. However, just looking at the displayed % chance on the screen, RNG claims he has a "75%" of pick-pocketing someone. And fails 3 times out of 4. Heck I've even seen him fail twice in a row where it was supposed to be a 100% chance.
My beloved husband, who also plays (and runs the "friend" noted above) finds this hilarious - he's looking at my screen, with his character "encouraging" mine, and then cackles when Vos completely F's it up.
Vos's inability to pick the "easiest" of pockets has become humorously legendary with our group, and it's fun.
Then there is another friend of mine, who has one character in particular who the RNG gods just won't stop blessing. Finds Nirn about every 5 nodes, gets drops that I drool at. The totally hilarious part of this is that the PLAYER is an agnostic, but the CHARACTER is quite reverent and continually throws out comments about how he has found/been blessed with such-and-so "Praise Akatosh".
DreamsUnderStars wrote: »"It's also an old "truth", that RNG should be better on Sorcerers than on others"
Fascinating. Never heard of this before. Why do you think it is?
ImmortalCX wrote: »ImmortalCX wrote: »One possibility here, is that they recognize that an account with many alts, if they all have "good" luck, the player will too easily get everything.
So perhaps they reduce the luck of many characters so that the account doesnt get too much stuff.
Dunno really. If there's anything like a luck factor at all, I guess it would be kind of random(?). I only have like 1½ "lucky" ones, out of 18 possible. None other have stood out in any particular way, of course I find an occasional good item etc. on some of the others, but not over and over again. :-)
I know an older woman who's in a guild I'm in also, and we do trials every now and then. And she seems to be stupidly lucky with one of her toons, her "main" I guess. I don't think she has too many characters at all, but she's always (quite literally) having the good/rare gear people want from trials, and have motifs and such all the time. She's frankly not a very good player, but she's always more than very welcome, because of this particular weird luck.
Are trial drops to the whole group and then divvied up, or are you saying that bringing her along helps everyone else's luck?
What I mean is: The droprate of a lot of things are not just "random", but altered. So there's an obvious possibility for it. I am not sure how the RNG works in relation to your specific character, i.e. when you loot a chest together with others in a group - what decided what each of you get? If in any way the loot is "randomized" in relation to for example your character ID, it could affect what you get.
It's an interresting thread. A very interresting one, too.
It all boils down to the vast mathematic field of probability.
Some people seem luckier than other, true. And other seem to have trouble landing even the most basics of items, indeed.
Should it happen if RNG was really fair? Sadly, yes.
Let me elaborate on 2 points :
- Firstly, the proponents of the "luck seed" theory are making the fatal mistake of looking at individual variances (characters or players) instead of looking on the population as a whole. There will be outliers, in a population as vast as one from a MMO. It would be statistically extremely unlikely that every players gets the same luck, even in a completely fair RNG. You can't make arbitrary groups in a string of events and expect all groups to behave the same in a random environment.
- Confirmation bias. A player thinking he's unlucky will disregard any event proving otherwise while inflating the importance of events that proves it. It's a common flaw in human psychology. We are ALL affected by it. Saying otherwise is either being deluded or lying.
So, yes. I'm sorry for the unlucky folks out there, but you are not victims of a biased RNG. You're victims of statistics and human nature.
It's an interresting thread. A very interresting one, too.
It all boils down to the vast mathematic field of probability.
Some people seem luckier than other, true. And other seem to have trouble landing even the most basics of items, indeed.
Should it happen if RNG was really fair? Sadly, yes.
Let me elaborate on 2 points :
- Firstly, the proponents of the "luck seed" theory are making the fatal mistake of looking at individual variances (characters or players) instead of looking on the population as a whole. There will be outliers, in a population as vast as one from a MMO. It would be statistically extremely unlikely that every players gets the same luck, even in a completely fair RNG. You can't make arbitrary groups in a string of events and expect all groups to behave the same in a random environment.
- Confirmation bias. A player thinking he's unlucky will disregard any event proving otherwise while inflating the importance of events that proves it. It's a common flaw in human psychology. We are ALL affected by it. Saying otherwise is either being deluded or lying.
So, yes. I'm sorry for the unlucky folks out there, but you are not victims of a biased RNG. You're victims of statistics and human nature.
I'm not really talking about players, as much as I talk about characters. In general I don't really see myself as "lucky", but I can see a weird and frequent occurrence of good loot on one specific character, and another I play a lot rarely has anything special - just as an exception to prove the rule, he managed to steal a Shivering Cheese last night (really, the only mindblowing loot he has ever had since 2016).
If this "lucky toon" thing is actually real, it's not like a 100% thing 100% of the time, of course. But something is obviously "off". Sometimes when I have lots of spare time, I tend to go to a number of different locations with some 3-5 different characters, farming for motifs and furnishing plans.
It goes like this: People who regularly do this, believe that there's a cooldown of some 20-30 minutes, on finding blue and purple pages. Most say they have an individual cooldown, while a few say they share it - most people doing this, will log out/change character once they find a blue or purple page, and keep looting the same place with another toon in the same location. This is how it's done, to laugh at that - would be to laugh at these guys who make millions out of the motif/furnishing plan business. it works. It's that simple.
When I do, I can clearly see that a few of the toons I bring there (among them my master crafter), are merely "dead load" - i.e. to be used while my more useful characters cooldowns are reached. The two ones who usually find good things, have like no crafting skills at all. The level they've reached, is from reading random books (i.e. level 3-4 or something like that).
All of these have the same Treasure Hunter passives active, which btw. shouldn't even affect what you find in urns and such. Of course the "clumsy nogooders" find an occasional good thing too, but it's pretty damn obvious that in particular one, and roughly two, indeed are mosre useful than the others at this. "Bias" or not, this is the way it is for me. I can't help that.
It's an interresting thread. A very interresting one, too.
It all boils down to the vast mathematic field of probability.
Some people seem luckier than other, true. And other seem to have trouble landing even the most basics of items, indeed.
Should it happen if RNG was really fair? Sadly, yes.
Let me elaborate on 2 points :
- Firstly, the proponents of the "luck seed" theory are making the fatal mistake of looking at individual variances (characters or players) instead of looking on the population as a whole. There will be outliers, in a population as vast as one from a MMO. It would be statistically extremely unlikely that every players gets the same luck, even in a completely fair RNG. You can't make arbitrary groups in a string of events and expect all groups to behave the same in a random environment.
- Confirmation bias. A player thinking he's unlucky will disregard any event proving otherwise while inflating the importance of events that proves it. It's a common flaw in human psychology. We are ALL affected by it. Saying otherwise is either being deluded or lying.
So, yes. I'm sorry for the unlucky folks out there, but you are not victims of a biased RNG. You're victims of statistics and human nature.
I'm not really talking about players, as much as I talk about characters. In general I don't really see myself as "lucky", but I can see a weird and frequent occurrence of good loot on one specific character, and another I play a lot rarely has anything special - just as an exception to prove the rule, he managed to steal a Shivering Cheese last night (really, the only mindblowing loot he has ever had since 2016).
If this "lucky toon" thing is actually real, it's not like a 100% thing 100% of the time, of course. But something is obviously "off". Sometimes when I have lots of spare time, I tend to go to a number of different locations with some 3-5 different characters, farming for motifs and furnishing plans.
It goes like this: People who regularly do this, believe that there's a cooldown of some 20-30 minutes, on finding blue and purple pages. Most say they have an individual cooldown, while a few say they share it - most people doing this, will log out/change character once they find a blue or purple page, and keep looting the same place with another toon in the same location. This is how it's done, to laugh at that - would be to laugh at these guys who make millions out of the motif/furnishing plan business. it works. It's that simple.
When I do, I can clearly see that a few of the toons I bring there (among them my master crafter), are merely "dead load" - i.e. to be used while my more useful characters cooldowns are reached. The two ones who usually find good things, have like no crafting skills at all. The level they've reached, is from reading random books (i.e. level 3-4 or something like that).
All of these have the same Treasure Hunter passives active, which btw. shouldn't even affect what you find in urns and such. Of course the "clumsy nogooders" find an occasional good thing too, but it's pretty damn obvious that in particular one, and roughly two, indeed are mosre useful than the others at this. "Bias" or not, this is the way it is for me. I can't help that.
Yes, I get your point, but wether you speak of player or character is irrelevant. Both are arbitrary groupings. You're looking at variances in streams of unrelated event, and that's why you get that impression.
I'll elaborate a bit more.
let''s take a rare item : aetheric dust. Also, let"s invent a drop rate, since I don't know it : 1 in every 10.000 compatibles nodes.
The ONLY thing to consider is the event itself : opening a compatible node.
The character that does it is irrelevent, he is just launching an event.
Even the cp passive that double drops is irrelevent .It just mean that sometimes 2 events will be launched instead of one.
So, let's consider a typical day in eso : 4.000.000 nodes will be opened (again, it's a made up average). It means that in a typical day, 400 dusts will be generated. Those 4.000.000 event are to be considered as a whole, you can't make groups, players or characters. There is no justice in probablility. The players that open the most nodes will not necessarily be the players that get rewarded. It's quite possible that someone who only open 2 nodes will get 2 dusts. It's just unlikely.
Even my group of a "day" is flawed. A period of time is also an arbitrary group, and they wont behave the same (there's be "good" days and "bad" days) , that's why in the field of probablity, we takes large periods of time, for probabilities to even out. And even that is not optimal, since a large period is also an arbirary group (there'll be "good" large periods and "bad" large periods).
What I'm saying is that there is no hidden variable to create luck. Probability does it pretty well on it's own.
There'll be "good" characters and "bad" characters. Same with "good" days and "bad" days. "good" costumes and "bad" costumes
A character or a costume, or, let's say, percentage of damage of the head piece worn when farming are not a less arbitrary group than a day. All groups of single events are invalid. All are at the same level or arbitrary.
Yes, probabilities are weird. It's at the same time one of the easiest branch of math to grasp, but one of the hardest to wrap one's head around.
English is not my first langage, so, I'm sorry if I explain badly and have trouble getting the point accross.
Absolutely not, I have no intention to ridicule you and I'm as well sorry, that you felt that way when I made some example about probabilities of ongoing failure and such. You would wonder how many have a wrong understanding of probabilities This was not necessarily directed at you anyway, but a comment to something you said - and in this case the idea of changing probability by bringing someone along reminded me of lucky charms and strange habits some people have, when they hope to raise their luck with lucky charms and rituals - I'm sorry that you felt insulted, it was not my intention at all.
It's an interresting thread. A very interresting one, too.
It all boils down to the vast mathematic field of probability.
Some people seem luckier than other, true. And other seem to have trouble landing even the most basics of items, indeed.
Should it happen if RNG was really fair? Sadly, yes.
Let me elaborate on 2 points :
- Firstly, the proponents of the "luck seed" theory are making the fatal mistake of looking at individual variances (characters or players) instead of looking on the population as a whole. There will be outliers, in a population as vast as one from a MMO. It would be statistically extremely unlikely that every players gets the same luck, even in a completely fair RNG. You can't make arbitrary groups in a string of events and expect all groups to behave the same in a random environment.
- Confirmation bias. A player thinking he's unlucky will disregard any event proving otherwise while inflating the importance of events that proves it. It's a common flaw in human psychology. We are ALL affected by it. Saying otherwise is either being deluded or lying.
So, yes. I'm sorry for the unlucky folks out there, but you are not victims of a biased RNG. You're victims of statistics and human nature.
I'm not really talking about players, as much as I talk about characters. In general I don't really see myself as "lucky", but I can see a weird and frequent occurrence of good loot on one specific character, and another I play a lot rarely has anything special - just as an exception to prove the rule, he managed to steal a Shivering Cheese last night (really, the only mindblowing loot he has ever had since 2016).
If this "lucky toon" thing is actually real, it's not like a 100% thing 100% of the time, of course. But something is obviously "off". Sometimes when I have lots of spare time, I tend to go to a number of different locations with some 3-5 different characters, farming for motifs and furnishing plans.
It goes like this: People who regularly do this, believe that there's a cooldown of some 20-30 minutes, on finding blue and purple pages. Most say they have an individual cooldown, while a few say they share it - most people doing this, will log out/change character once they find a blue or purple page, and keep looting the same place with another toon in the same location. This is how it's done, to laugh at that - would be to laugh at these guys who make millions out of the motif/furnishing plan business. it works. It's that simple.
When I do, I can clearly see that a few of the toons I bring there (among them my master crafter), are merely "dead load" - i.e. to be used while my more useful characters cooldowns are reached. The two ones who usually find good things, have like no crafting skills at all. The level they've reached, is from reading random books (i.e. level 3-4 or something like that).
All of these have the same Treasure Hunter passives active, which btw. shouldn't even affect what you find in urns and such. Of course the "clumsy nogooders" find an occasional good thing too, but it's pretty damn obvious that in particular one, and roughly two, indeed are mosre useful than the others at this. "Bias" or not, this is the way it is for me. I can't help that.
Yes, I get your point, but wether you speak of player or character is irrelevant. Both are arbitrary groupings. You're looking at variances in streams of unrelated event, and that's why you get that impression.
I'll elaborate a bit more.
let''s take a rare item : aetheric dust. Also, let"s invent a drop rate, since I don't know it : 1 in every 10.000 compatibles nodes.
The ONLY thing to consider is the event itself : opening a compatible node.
The character that does it is irrelevent, he is just launching an event.
Even the cp passive that double drops is irrelevent .It just mean that sometimes 2 events will be launched instead of one.
So, let's consider a typical day in eso : 4.000.000 nodes will be opened (again, it's a made up average). It means that in a typical day, 400 dusts will be generated. Those 4.000.000 event are to be considered as a whole, you can't make groups, players or characters. There is no justice in probablility. The players that open the most nodes will not necessarily be the players that get rewarded. It's quite possible that someone who only open 2 nodes will get 2 dusts. It's just unlikely.
Even my group of a "day" is flawed. A period of time is also an arbitrary group, and they wont behave the same (there's be "good" days and "bad" days) , that's why in the field of probablity, we takes large periods of time, for probabilities to even out. And even that is not optimal, since a large period is also an arbirary group (there'll be "good" large periods and "bad" large periods).
What I'm saying is that there is no hidden variable to create luck. Probability does it pretty well on it's own.
There'll be "good" characters and "bad" characters. Same with "good" days and "bad" days. "good" costumes and "bad" costumes
A character or a costume, or, let's say, percentage of damage of the head piece worn when farming are not a less arbitrary group than a day. All groups of single events are invalid. All are at the same level or arbitrary.
Yes, probabilities are weird. It's at the same time one of the easiest branch of math to grasp, but one of the hardest to wrap one's head around.
English is not my first langage, so, I'm sorry if I explain badly and have trouble getting the point accross.
My English is very bad too! ;-D But I understand.
I think we speak of different things, at least somewhat. What I mean is, it seems to me that at least one of my characters is favored by some kind of hidden stat, that gives a higher drop chance of obviously attractive loot. Only thing she has not been ale to give me, is the golden lead from Blackheart Haven. I have run it like +20 times, on various characters, on different days - nothing. But that's another story.
I'm seeing this the most, as in the example described above. Farming for motifs/plans in the same place, at the same time, with multiple different characters. She and a dunmer magblade guy, tends to get the most (if any) purple and blue ones. I had a half pronounced thought, that high crit would be behind it, but that would probably be too obvious. But when you see this time after time, you can't help but wonder what's behind it. It feels (yes, feels) too frequent to be coincidental.
It's an interresting thread. A very interresting one, too.
It all boils down to the vast mathematic field of probability.
Some people seem luckier than other, true. And other seem to have trouble landing even the most basics of items, indeed.
Should it happen if RNG was really fair? Sadly, yes.
Let me elaborate on 2 points :
- Firstly, the proponents of the "luck seed" theory are making the fatal mistake of looking at individual variances (characters or players) instead of looking on the population as a whole. There will be outliers, in a population as vast as one from a MMO. It would be statistically extremely unlikely that every players gets the same luck, even in a completely fair RNG. You can't make arbitrary groups in a string of events and expect all groups to behave the same in a random environment.
- Confirmation bias. A player thinking he's unlucky will disregard any event proving otherwise while inflating the importance of events that proves it. It's a common flaw in human psychology. We are ALL affected by it. Saying otherwise is either being deluded or lying.
So, yes. I'm sorry for the unlucky folks out there, but you are not victims of a biased RNG. You're victims of statistics and human nature.
I'm not really talking about players, as much as I talk about characters. In general I don't really see myself as "lucky", but I can see a weird and frequent occurrence of good loot on one specific character, and another I play a lot rarely has anything special - just as an exception to prove the rule, he managed to steal a Shivering Cheese last night (really, the only mindblowing loot he has ever had since 2016).
If this "lucky toon" thing is actually real, it's not like a 100% thing 100% of the time, of course. But something is obviously "off". Sometimes when I have lots of spare time, I tend to go to a number of different locations with some 3-5 different characters, farming for motifs and furnishing plans.
It goes like this: People who regularly do this, believe that there's a cooldown of some 20-30 minutes, on finding blue and purple pages. Most say they have an individual cooldown, while a few say they share it - most people doing this, will log out/change character once they find a blue or purple page, and keep looting the same place with another toon in the same location. This is how it's done, to laugh at that - would be to laugh at these guys who make millions out of the motif/furnishing plan business. it works. It's that simple.
When I do, I can clearly see that a few of the toons I bring there (among them my master crafter), are merely "dead load" - i.e. to be used while my more useful characters cooldowns are reached. The two ones who usually find good things, have like no crafting skills at all. The level they've reached, is from reading random books (i.e. level 3-4 or something like that).
All of these have the same Treasure Hunter passives active, which btw. shouldn't even affect what you find in urns and such. Of course the "clumsy nogooders" find an occasional good thing too, but it's pretty damn obvious that in particular one, and roughly two, indeed are mosre useful than the others at this. "Bias" or not, this is the way it is for me. I can't help that.
Yes, I get your point, but wether you speak of player or character is irrelevant. Both are arbitrary groupings. You're looking at variances in streams of unrelated event, and that's why you get that impression.
I'll elaborate a bit more.
let''s take a rare item : aetheric dust. Also, let"s invent a drop rate, since I don't know it : 1 in every 10.000 compatibles nodes.
The ONLY thing to consider is the event itself : opening a compatible node.
The character that does it is irrelevent, he is just launching an event.
Even the cp passive that double drops is irrelevent .It just mean that sometimes 2 events will be launched instead of one.
So, let's consider a typical day in eso : 4.000.000 nodes will be opened (again, it's a made up average). It means that in a typical day, 400 dusts will be generated. Those 4.000.000 event are to be considered as a whole, you can't make groups, players or characters. There is no justice in probablility. The players that open the most nodes will not necessarily be the players that get rewarded. It's quite possible that someone who only open 2 nodes will get 2 dusts. It's just unlikely.
Even my group of a "day" is flawed. A period of time is also an arbitrary group, and they wont behave the same (there's be "good" days and "bad" days) , that's why in the field of probablity, we takes large periods of time, for probabilities to even out. And even that is not optimal, since a large period is also an arbirary group (there'll be "good" large periods and "bad" large periods).
What I'm saying is that there is no hidden variable to create luck. Probability does it pretty well on it's own.
There'll be "good" characters and "bad" characters. Same with "good" days and "bad" days. "good" costumes and "bad" costumes
A character or a costume, or, let's say, percentage of damage of the head piece worn when farming are not a less arbitrary group than a day. All groups of single events are invalid. All are at the same level or arbitrary.
Yes, probabilities are weird. It's at the same time one of the easiest branch of math to grasp, but one of the hardest to wrap one's head around.
English is not my first langage, so, I'm sorry if I explain badly and have trouble getting the point accross.
My English is very bad too! ;-D But I understand.
I think we speak of different things, at least somewhat. What I mean is, it seems to me that at least one of my characters is favored by some kind of hidden stat, that gives a higher drop chance of obviously attractive loot. Only thing she has not been ale to give me, is the golden lead from Blackheart Haven. I have run it like +20 times, on various characters, on different days - nothing. But that's another story.
I'm seeing this the most, as in the example described above. Farming for motifs/plans in the same place, at the same time, with multiple different characters. She and a dunmer magblade guy, tends to get the most (if any) purple and blue ones. I had a half pronounced thought, that high crit would be behind it, but that would probably be too obvious. But when you see this time after time, you can't help but wonder what's behind it. It feels (yes, feels) too frequent to be coincidental.
vesselwiththepestle wrote: »Keep in mind that achievements can influence the RNG, like having researched traits and learning styles improves your chance of getting master writs from daily crafting writs.
IIRC it even said in patch notes at some point that achievements might increase your chance to get certain style pages from treasure chests in Hew's Bane, Gold Coast and Vvardenfell.
It wouldn't be impossible for ZOS to integrate such mechanics into other areas of play without telling the players.
Absolutely not, I have no intention to ridicule you and I'm as well sorry, that you felt that way when I made some example about probabilities of ongoing failure and such. You would wonder how many have a wrong understanding of probabilities This was not necessarily directed at you anyway, but a comment to something you said - and in this case the idea of changing probability by bringing someone along reminded me of lucky charms and strange habits some people have, when they hope to raise their luck with lucky charms and rituals - I'm sorry that you felt insulted, it was not my intention at all.
Problem is that you try to apply "natural science" on a video game, which has its very own set of rules - a set of rules that don't necessarily follow the general rules of "randomness". So to insinuate I'm some sort of superstitious person using lucky charms and weird OCD type rituals - wearing "lucky socks" or whatever - simply proves you either don't get what I'm trying to say, or that you are narrow minded.
vesselwiththepestle wrote: »Keep in mind that achievements can influence the RNG, like having researched traits and learning styles improves your chance of getting master writs from daily crafting writs.
IIRC it even said in patch notes at some point that achievements might increase your chance to get certain style pages from treasure chests in Hew's Bane, Gold Coast and Vvardenfell.
It wouldn't be impossible for ZOS to integrate such mechanics into other areas of play without telling the players.
Yes, that's a bit of my point. It's admitted there are factors that affect what you will find. And ZOS are pretty secretive about most things, which is actually something I kind of like. It might very well be that past achievements, crucial decisions in quests (if someone should die or not, for example) will all sum up to something increasing or even decreasing your "luck". They would never tell us no matter what.