10 maps no lead here
I wish I would have stopped at 10 maps, because digging up 30 consecutive maps with zero leads was the straw that broke the camel's back. Between the insanely poor lead drop implementation and nonsensicle RNG, I'm just fed up with grinding and grinding and grinding with little to no reward. The game has gotten stale, and the new features are just more of the same old mind-numbingly boring grind. I really wanted to try and complete the codex, but honestly it's just not worth it.
now 20 maps no lead...I just want some furniture...
DenverRalphy wrote: »When you dig up treasure maps, if you don't get a lead within the 2nd or 3rd try, don't do any more on that character until reset the next day. Each day the first time each of your characters log in, they are assigned a random number seed for their loot table rolls. That seed can be great, can be average, can be absolutely hopeless.
If you're getting horrible results, switch characters, or wait until the next day.
I_killed_Vivec wrote: »But of course none of that is any comfort to those who are on the unpleasant end of the RNG stick. Though the problem isn't so much the RNG, it's the drop rate.
Hold on to those treasure maps. An event is coming in Jan/Feb ( my guess) called the Pan-Tamriel Celebration. Here are the patch notes on the PTS v10.2.2
Treasure hunters, during this event any chests you dig up using Treasure Maps will roll again on all of their existing loot, greatly improving your chance to get leads, furnishings, etc. that are exclusive to that source.
DenverRalphy wrote: »When you dig up treasure maps, if you don't get a lead within the 2nd or 3rd try, don't do any more on that character until reset the next day. Each day the first time each of your characters log in, they are assigned a random number seed for their loot table rolls. That seed can be great, can be average, can be absolutely hopeless.
If you're getting horrible results, switch characters, or wait until the next day.
I_killed_Vivec wrote: »DenverRalphy wrote: »When you dig up treasure maps, if you don't get a lead within the 2nd or 3rd try, don't do any more on that character until reset the next day. Each day the first time each of your characters log in, they are assigned a random number seed for their loot table rolls. That seed can be great, can be average, can be absolutely hopeless.
If you're getting horrible results, switch characters, or wait until the next day.
So many questions...
How do you know? Have you seen their code?
Why do they seed a "personal" RNG, instead of just using a global RNG? It seems incredibly wasteful to maintain a separate RNG instance for each character. Even in previous ES games, where "luck" was an attribute, there's no need to have a separate RNG for "lucky" characters, you just modify the required score.
How can a seed be great, average or hopeless? If the RNG is any good then the result of one go cannot be predicted (without knowledge of the internal state) from the previous go. So one go having a poor result should have no effect on the next.
People are notoriously bad at looking at random data, we have built in pattern recognition that leads our intuitive understanding astray. The other problem that we have is that the randomicity is spread over all players - a bad streak for one player can be offset by someone else having a lucky streak, it's just that each player only gets to see their own.
But of course none of that is any comfort to those who are on the unpleasant end of the RNG stick. Though the problem isn't so much the RNG, it's the drop rate.
DenverRalphy wrote: »I_killed_Vivec wrote: »DenverRalphy wrote: »When you dig up treasure maps, if you don't get a lead within the 2nd or 3rd try, don't do any more on that character until reset the next day. Each day the first time each of your characters log in, they are assigned a random number seed for their loot table rolls. That seed can be great, can be average, can be absolutely hopeless.
If you're getting horrible results, switch characters, or wait until the next day.
So many questions...
How do you know? Have you seen their code?
Why do they seed a "personal" RNG, instead of just using a global RNG? It seems incredibly wasteful to maintain a separate RNG instance for each character. Even in previous ES games, where "luck" was an attribute, there's no need to have a separate RNG for "lucky" characters, you just modify the required score.
How can a seed be great, average or hopeless? If the RNG is any good then the result of one go cannot be predicted (without knowledge of the internal state) from the previous go. So one go having a poor result should have no effect on the next.
People are notoriously bad at looking at random data, we have built in pattern recognition that leads our intuitive understanding astray. The other problem that we have is that the randomicity is spread over all players - a bad streak for one player can be offset by someone else having a lucky streak, it's just that each player only gets to see their own.
But of course none of that is any comfort to those who are on the unpleasant end of the RNG stick. Though the problem isn't so much the RNG, it's the drop rate.
This is hardly the first time this subject has come up. And it certainly won't be the last. I once questioned the veracity of the claim myself, until I saw it explained by a ZoS representative (another user dug it up in an older thread that I hadn't seen).
Each character is assigned a seed upon its first login each day. And basically, here's how it works...
Computers cannot actually choose numbers at random. So a system was designed to create what's called a Seed. The seed basically generates a sequence of non-sequential and non-repeating numbers from an algorithm that begins with the Seed Value. When a random number is called upon, the seed is returns the next number in the sequence. This concept is familiar to pretty much any computer nerd.
[disclaimer] The following numbers are completely arbitrary and just simplified for ease of explanation.
Let's assume the seed is a sequence of 10 numbers, and they are [2,8,5,0,1,4,3,9,6,7].
Now let's say the character loots a resource node and let's determine that the drop rate is a 20% chance for a furnishing mat. Now let us maintain that the resource node loot table assigns the Furnishing Mats to occupy the number 6 and 7 slots of a 10 slot table. In this scenario the character won't loot a furnishing mat unless the seed is referencing the 9th or 10th time before it loops back to the beginning and starts over.
Pretty simple so far right? Wait, there's more...
Now lets determine that the develoopers would not use such a short sequence as the seed. Because it would be too simple for players to game the system, like counting cards in a casino and only hit when they know a positive result is forthcoming. So the seed gets expanded from 10 to a couple Thousand.
Now a character ventures out with a fresh new Seed, with no idea where the Good hits sit in the sequence. If as in the example above all the good hits are toward the end of the sequence, then the character won't reliably see any Furnishing Mats until they've roled at least 1300-1600 times. As you can imagine, that could be a very very long time depending on how large the actual seed is.
So depending on the seed value assigned to the character at login, the good hits could be toward the beginning, toward the end, toward the middle, scattered clusters throughout, or spread out evenly across the entire length of the sequence. Only way to know is to try for a while, and know when to pull up stakes and when to keep on keepin on.
And here's where it gets even more complicated. What may be a good value for furnishing mats, may be a horrible value for motifs, furnishing plans, companion gear, lead drops, etc.. depending on where each type of loot resides in their corresponding loot table. And then it gets even more complicated... what if while you were harvesting resource nodes you kill a monster and loot the corpse? What value was used on the corpse that doesn't drop furnishing mats at all. Was an opportunity missed?
Anyhoo. That's my recollection of the rather lengthy explanation given before. You can take my word for it, or not. It matters not to me. And beyond typing this response, I have no desire to go searching for it all over again.
DenverRalphy wrote: »I_killed_Vivec wrote: »DenverRalphy wrote: »When you dig up treasure maps, if you don't get a lead within the 2nd or 3rd try, don't do any more on that character until reset the next day. Each day the first time each of your characters log in, they are assigned a random number seed for their loot table rolls. That seed can be great, can be average, can be absolutely hopeless.
If you're getting horrible results, switch characters, or wait until the next day.
So many questions...
How do you know? Have you seen their code?
Why do they seed a "personal" RNG, instead of just using a global RNG? It seems incredibly wasteful to maintain a separate RNG instance for each character. Even in previous ES games, where "luck" was an attribute, there's no need to have a separate RNG for "lucky" characters, you just modify the required score.
How can a seed be great, average or hopeless? If the RNG is any good then the result of one go cannot be predicted (without knowledge of the internal state) from the previous go. So one go having a poor result should have no effect on the next.
People are notoriously bad at looking at random data, we have built in pattern recognition that leads our intuitive understanding astray. The other problem that we have is that the randomicity is spread over all players - a bad streak for one player can be offset by someone else having a lucky streak, it's just that each player only gets to see their own.
But of course none of that is any comfort to those who are on the unpleasant end of the RNG stick. Though the problem isn't so much the RNG, it's the drop rate.
This is hardly the first time this subject has come up. And it certainly won't be the last. I once questioned the veracity of the claim myself, until I saw it explained by a ZoS representative (another user dug it up in an older thread that I hadn't seen).
Each character is assigned a seed upon its first login each day. And basically, here's how it works...
Computers cannot actually choose numbers at random. So a system was designed to create what's called a Seed. The seed basically generates a sequence of non-sequential and non-repeating numbers from an algorithm that begins with the Seed Value. When a random number is called upon, the seed is returns the next number in the sequence. This concept is familiar to pretty much any computer nerd.
[disclaimer] The following numbers are completely arbitrary and just simplified for ease of explanation.
Let's assume the seed is a sequence of 10 numbers, and they are [2,8,5,0,1,4,3,9,6,7].
Now let's say the character loots a resource node and let's determine that the drop rate is a 20% chance for a furnishing mat. Now let us maintain that the resource node loot table assigns the Furnishing Mats to occupy the number 6 and 7 slots of a 10 slot table. In this scenario the character won't loot a furnishing mat unless the seed is referencing the 9th or 10th time before it loops back to the beginning and starts over.
Pretty simple so far right? Wait, there's more...
Now lets determine that the develoopers would not use such a short sequence as the seed. Because it would be too simple for players to game the system, like counting cards in a casino and only hit when they know a positive result is forthcoming. So the seed gets expanded from 10 to a couple Thousand.
Now a character ventures out with a fresh new Seed, with no idea where the Good hits sit in the sequence. If as in the example above all the good hits are toward the end of the sequence, then the character won't reliably see any Furnishing Mats until they've roled at least 1300-1600 times. As you can imagine, that could be a very very long time depending on how large the actual seed is.
So depending on the seed value assigned to the character at login, the good hits could be toward the beginning, toward the end, toward the middle, scattered clusters throughout, or spread out evenly across the entire length of the sequence. Only way to know is to try for a while, and know when to pull up stakes and when to keep on keepin on.
And here's where it gets even more complicated. What may be a good value for furnishing mats, may be a horrible value for motifs, furnishing plans, companion gear, lead drops, etc.. depending on where each type of loot resides in their corresponding loot table. And then it gets even more complicated... what if while you were harvesting resource nodes you kill a monster and loot the corpse? What value was used on the corpse that doesn't drop furnishing mats at all. Was an opportunity missed?
Anyhoo. That's my recollection of the rather lengthy explanation given before. You can take my word for it, or not. It matters not to me. And beyond typing this response, I have no desire to go searching for it all over again.
Kevin doesn't need to respond. Ralphy's long, speculative, explanation doesn't support their central thesis.
Their central thesis is, " Each day the first time each of your characters log in, they are assigned a random number seed for their loot table rolls. That seed can be great, can be average, can be absolutely hopeless."
Nothing in their unsourced explanation supports that thesis.
Their explanation says that there is a seed generated when one first logs on, and from that random numbers are generated, and we don't know what those numbers are or when they will give us good loot.
The explanation never claims that some seeds are "good" and others are "hopeless"
DenverRalphy wrote: »I_killed_Vivec wrote: »DenverRalphy wrote: »When you dig up treasure maps, if you don't get a lead within the 2nd or 3rd try, don't do any more on that character until reset the next day. Each day the first time each of your characters log in, they are assigned a random number seed for their loot table rolls. That seed can be great, can be average, can be absolutely hopeless.
If you're getting horrible results, switch characters, or wait until the next day.
So many questions...
How do you know? Have you seen their code?
Why do they seed a "personal" RNG, instead of just using a global RNG? It seems incredibly wasteful to maintain a separate RNG instance for each character. Even in previous ES games, where "luck" was an attribute, there's no need to have a separate RNG for "lucky" characters, you just modify the required score.
How can a seed be great, average or hopeless? If the RNG is any good then the result of one go cannot be predicted (without knowledge of the internal state) from the previous go. So one go having a poor result should have no effect on the next.
People are notoriously bad at looking at random data, we have built in pattern recognition that leads our intuitive understanding astray. The other problem that we have is that the randomicity is spread over all players - a bad streak for one player can be offset by someone else having a lucky streak, it's just that each player only gets to see their own.
But of course none of that is any comfort to those who are on the unpleasant end of the RNG stick. Though the problem isn't so much the RNG, it's the drop rate.
This is hardly the first time this subject has come up. And it certainly won't be the last. I once questioned the veracity of the claim myself, until I saw it explained by a ZoS representative (another user dug it up in an older thread that I hadn't seen).
Each character is assigned a seed upon its first login each day. And basically, here's how it works...
Computers cannot actually choose numbers at random. So a system was designed to create what's called a Seed. The seed basically generates a sequence of non-sequential and non-repeating numbers from an algorithm that begins with the Seed Value. When a random number is called upon, the seed is returns the next number in the sequence. This concept is familiar to pretty much any computer nerd.
[disclaimer] The following numbers are completely arbitrary and just simplified for ease of explanation.
Let's assume the seed is a sequence of 10 numbers, and they are [2,8,5,0,1,4,3,9,6,7].
Now let's say the character loots a resource node and let's determine that the drop rate is a 20% chance for a furnishing mat. Now let us maintain that the resource node loot table assigns the Furnishing Mats to occupy the number 6 and 7 slots of a 10 slot table. In this scenario the character won't loot a furnishing mat unless the seed is referencing the 9th or 10th time before it loops back to the beginning and starts over.
Pretty simple so far right? Wait, there's more...
Now lets determine that the develoopers would not use such a short sequence as the seed. Because it would be too simple for players to game the system, like counting cards in a casino and only hit when they know a positive result is forthcoming. So the seed gets expanded from 10 to a couple Thousand.
Now a character ventures out with a fresh new Seed, with no idea where the Good hits sit in the sequence. If as in the example above all the good hits are toward the end of the sequence, then the character won't reliably see any Furnishing Mats until they've roled at least 1300-1600 times. As you can imagine, that could be a very very long time depending on how large the actual seed is.
So depending on the seed value assigned to the character at login, the good hits could be toward the beginning, toward the end, toward the middle, scattered clusters throughout, or spread out evenly across the entire length of the sequence. Only way to know is to try for a while, and know when to pull up stakes and when to keep on keepin on.
And here's where it gets even more complicated. What may be a good value for furnishing mats, may be a horrible value for motifs, furnishing plans, companion gear, lead drops, etc.. depending on where each type of loot resides in their corresponding loot table. And then it gets even more complicated... what if while you were harvesting resource nodes you kill a monster and loot the corpse? What value was used on the corpse that doesn't drop furnishing mats at all. Was an opportunity missed?
Anyhoo. That's my recollection of the rather lengthy explanation given before. You can take my word for it, or not. It matters not to me. And beyond typing this response, I have no desire to go searching for it all over again.
Necrotech_Master wrote: »yesterday i dug up like 5 maps (3 west weald, 1 deadlands, and 1 western skyrim), got a lead out of the first west weald one but none from the other 4 maps
i only just recently finished off the original leads from treasure maps from when the antiquities first released (got the last treasure map lead from a khenarthi map about a week ago)
Necrotech_Master wrote: »yesterday i dug up like 5 maps (3 west weald, 1 deadlands, and 1 western skyrim), got a lead out of the first west weald one but none from the other 4 maps
i only just recently finished off the original leads from treasure maps from when the antiquities first released (got the last treasure map lead from a khenarthi map about a week ago)
It shouldn't take hundreds of maps that generally give trash loot, just to get 14 unique leads. The lead implementation and loot drop RNG in ESO is pure S-Tier terrible.
DenverRalphy wrote: »
This is hardly the first time this subject has come up. And it certainly won't be the last. I once questioned the veracity of the claim myself, until I saw it explained by a ZoS representative (another user dug it up in an older thread that I hadn't seen).
Dug up 5 more maps today. Nada. That's 40 maps with ZERO leads. I guess I'll keep digging to see just how deep this hole gets. The fact that it's even possible to have a run of "RNG" this bad is appalling for a game like ESO.
Dug up 5 more maps today. Nada. That's 40 maps with ZERO leads. I guess I'll keep digging to see just how deep this hole gets. The fact that it's even possible to have a run of "RNG" this bad is appalling for a game like ESO.
i dig about 10 more maps,no more lead,i stop.i will wait the Pan-Tamriel Celebration which zos say will greatly improving chance to get leads.hope to get some furniture at that time...
Curate everything.
Limit the drop times of no drop, for those bosses etc with something to drop.
Job done.