I couldn't locate the original post I was referring to, but found another that is very comparable. It states,
"You need to write code to generate the random numbers and code is NOT random. (It's deterministic)
You wind up starting with a "Seed value(s)" that is picked at "Random" (usually the current time stamp) then use it in an algorithm to start generating numbers. But the entire set of is based off the original Seed value!
If you run your code again with the exact same Seed value(s), you will get the EXACT same SET of numbers! How can any reasonably person call that random? But it sure does LOOK random."
It's efficient enough for video games, and it's cheap.
Unfortunately we don't know what type of RNG system that ESO uses, but I'd imagine they use the cheapest option they can. I doubt they own quantum computers or anything capable of producing truly random numbers.
I couldn't locate the original post I was referring to, but found another that is very comparable. It states,
"You need to write code to generate the random numbers and code is NOT random. (It's deterministic)
You wind up starting with a "Seed value(s)" that is picked at "Random" (usually the current time stamp) then use it in an algorithm to start generating numbers. But the entire set of is based off the original Seed value!
If you run your code again with the exact same Seed value(s), you will get the EXACT same SET of numbers! How can any reasonably person call that random? But it sure does LOOK random."
It's efficient enough for video games, and it's cheap.
Unfortunately we don't know what type of RNG system that ESO uses, but I'd imagine they use the cheapest option they can. I doubt they own quantum computers or anything capable of producing truly random numbers.
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.
ImmortalCX wrote: »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.
ImmortalCX wrote: »Similar logic is used for crown crates; they don't grant your account a unique item you already have it.
ImmortalCX wrote: »
Another example, IME with the antiquity system, is that lead drops from dungeon bosses dont follow a normal distribution. IME collecting leads, drops in dungeons either happend in the first few runs, or it took 25+ runs. I didn't follow a normal distribution. Either I got it in runs 2-3 or after 25. A normal distribution would have some that took 7, some that took 17, etc.
I own and have read quite a few books on the topics of causality/synchronicity and such, which is all interesting and so on - but this is an artificial universe, not necessarily subject to that kind of science. It's openly admitted from time to time, that "RNG" has been altered to increase or lower drop chances of certain types of loots, there are passives to increase chances of the same, and there's quite obviously "cooldowns" on certain types of loot like blue/purple crafting and motif pages. So it is NOT random, not in any way actually.
So intentionally or not, there's like nothing in the way of some characters with higher chances of higher level loot, you just can't prove it either way..