I also understand the Mythics should be rare, and special… but… 14-hours and no drops? I already have a full-time job, and running around in circles in a dungeon isn't exactly my idea of fun. In fact, every time I am done with a session, I don't feel like engaging with any part of Extreme Suffering Online any more, and I end up playing something else. (One more things, all the Mythics have been nerfed so much, are they really THAT special that the RNG odds are THIS bad?)
Try digging up up all your active leads (golden and purple) and try again. Maybe it will help somehow.
This really should drop already so possibly something is blocking it to drop. But that is just a guess based on my own RNG expierience.
MasterSpatula wrote: »It's not about bad odds, because the numbers you're seeing don't reflect what the typical player experiences.
It's about straight-RNG without any factors to mitigate the potential quirks of RNG. Something could have a 50% drop chance and still not drop after 1000 attempts. It's highly improbable but not impossible, and with a large enough sample size, highly-improbable events become certainties.
ZOS has become a bit less devoted to the inherently-bad concept of unmitigated RNG in recent years, giving us curated loot tables and trait transmutations and the like. But the system is still rolling a straight RNG roll every time. And an improbably high number of improbably poor results is absolutely a possible result of a straight, unmitigated RNG system.
It is not, however, a possible result of good game design.
Straight RNG rolls to determine rewards are bad. Anyone who has any business working in game design knows the possible outcomes, knows that it is inevitable that some players will be singled out for (and I cannot stress this part enough) results that you'd have to be actively hostile to your players to consider acceptable.
Players should never feel singled out. That shouldn't be controversial, much less an uncommon opinion among designers.
MasterSpatula wrote: »It's not about bad odds, because the numbers you're seeing don't reflect what the typical player experiences.
It's about straight-RNG without any factors to mitigate the potential quirks of RNG. Something could have a 50% drop chance and still not drop after 1000 attempts. It's highly improbable but not impossible, and with a large enough sample size, highly-improbable events become certainties.
ZOS has become a bit less devoted to the inherently-bad concept of unmitigated RNG in recent years, giving us curated loot tables and trait transmutations and the like. But the system is still rolling a straight RNG roll every time. And an improbably high number of improbably poor results is absolutely a possible result of a straight, unmitigated RNG system.
It is not, however, a possible result of good game design.
Straight RNG rolls to determine rewards are bad. Anyone who has any business working in game design knows the possible outcomes, knows that it is inevitable that some players will be singled out for (and I cannot stress this part enough) results that you'd have to be actively hostile to your players to consider acceptable.
Players should never feel singled out. That shouldn't be controversial, much less an uncommon opinion among designers.
About 1/1000 of 10 try runs at 50% win per try change fails to win at least once. Failing 50% change per try 1000 times in row is so cosmologically unlucky (probability of 9.333*10^-302) it's much more likely the RNG is broken. Like if you bet for heads and get tails on 1000 tosses in row you are tossing a coin with two tails sides with probability of about 0.99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999990667 which is rather close to 1. ESO RNG appears streaky at times but it definitely should not be that streaky.
ZOS_Hadeostry wrote: »Greetings,
After further review we have decided to move this thread to a category we think is more appropriate for this topic, as it deals with a public dungeon.
Thank you for your understanding
Hapexamendios wrote: »ZOS_Hadeostry wrote: »Greetings,
After further review we have decided to move this thread to a category we think is more appropriate for this topic, as it deals with a public dungeon.
Thank you for your understanding
I disagree with this assessment. The main point of the topic is about the grind, not the location itself.