I mainly receiced prosperous and training either.
So many people can't be wrong.
Prosperous should be crafter exclusive, like nirnhoned.
sparafucilsarwb17_ESO wrote: »Hmm so what are the odds of pulling the exact same item in the exact same trait in the exact same weight from a chest 4 times in a row? (velidreth with training in heavy) Doesn't seem very random to me.
sparafucilsarwb17_ESO wrote: »Hmm so what are the odds of pulling the exact same item in the exact same trait in the exact same weight from a chest 4 times in a row? (velidreth with training in heavy) Doesn't seem very random to me.
Agreed I'll rather get nothing than get a training or prosperous helm any other trait you can find a use for in a build expect for these two.Hey at least Zos gave us all a lot of free purple mats.actually,getting nothing would be better.at least give me the purple mats instead of a training prosperous drop.
ZOS_RichLambert wrote: »The drop rates are the same as on PTS and they are all equally weighted. Couple quick charts cause I know everyone loves them.
Undaunted Chest results since OneTamriel went live. (NA PC only for time)
...and seeing as @Deltia and his video was called out, here's exactly his breakdown over his 250 keys in the video.
Yeah RNG wasn't kind on the Divines or Training rolls for him, but he got a lot more impen and infused than normal.
Transairion wrote: »100% chance at a shoulder/helm and a 12.5% chance of being your desired trait isn't a bad trade, considering it was 50% chance at a drop or lower in the past. And outside shoulders, you can trade almost all of them (either in group or BOE).
ZOS is all of this intended, in regards to loot distribution of traits?OP - would it be possible for you to post your actual data, please? Just the traits - I'd be interested in doing some statistics to see what the true figures are - accounting for error.
He is just lying. There is no possible way that with 500 keys he got 80% training and prosperous, not even remotly close.
Very much so possible, and a lot more common than you would imagine. RNG in ESO is not exactly as friendly and generous as you'd imagine. Case and point, look at VMA. People with over 800 runs, and never seen an inferno staff. Though that's a different loot table all in of itself, the fact still remains that the current state that ZOS is using for RNG is garbage.
false again, no one with 800 ma runs have never seen dropped an inferno staff.
I see people keep asking questions "Why do we need Prosperous and Training traits on the end game gear?" and desperately try to explain ZOS that these traits are useless.
Yes, you all are correct. They are useless in a sense they are the same are having no trait at all. So why would ZOS even have them there? And the answer is actually quite simple.
If you remember, a number of patches ago monster shoulders from chests, VMA/VDSA weapons, monster helms etc did not even drop with 100% chance. You had a chance of getting those in a random trait and otherwise you got nothing. Should i remind you that 'helm farm' runs were at first just to get ANY helm at all. I personally did 44 runs of vet COH to get a well-fitted Nerien'eth helm and oh boy i was happy.
Now what they did they HUGELY increased the availability of all these items. And the only real reason to have some of them in useless traits is to let you have something instead of nothing as it was before. They decided that shoulders in useless trait is way better than no shoulders at all. You still can deconstruct them and get some gold out of it. It is still a reward albeit a rather cheap one.
On the other hand if you do not have any shoulders of this particular monster set, having those in a useless trait is immensely better than having no shoulders at all. You can still use them and get the bonuses.
You might ask, why would we need RNG there at all? Why wouldn't ZOS just replace random drops with tokens, so you could easily exchange those for the items you need? I think that discussion of this concept deserves a thread of its own:) As one of the obvious reasons i can say that if you were able to get your desired items in desired traits in a controlled and rather small amount of time - that would drastically reduce the number of people doing the content that drops these items. Would you do pledges if you already got BiS monster pieces?
Anyways, there IS a reason behind most balance decisions. And 95% time this reason is to make the game more fun for you and more profitable for ZOS (the other 5% are miscalculations and plain bugs). ZOS wants you to love their game, otherwise you stop paying their salaries. Non of the cash-grabs work in the long run if people don't have fun.
How is farming for BiS trait armor piece fun? It is not, but it is a social activity and it's engaging enough for you to participate. You're motivated enough to actually play the game for this particular reward. And other players have you there doing dungeons, playing the game. You populate the world:) That's enough.
ZOS_RichLambert wrote: »The drop rates are the same as on PTS and they are all equally weighted. Couple quick charts cause I know everyone loves them.
Undaunted Chest results since OneTamriel went live. (NA PC only for time)
...and seeing as @Deltia and his video was called out, here's exactly his breakdown over his 250 keys in the video.
Yeah RNG wasn't kind on the Divines or Training rolls for him, but he got a lot more impen and infused than normal.
ZOS_RichLambert wrote: »The drop rates are the same as on PTS and they are all equally weighted. Couple quick charts cause I know everyone loves them.
Undaunted Chest results since OneTamriel went live. (NA PC only for time)
...and seeing as @Deltia and his video was called out, here's exactly his breakdown over his 250 keys in the video.
Yeah RNG wasn't kind on the Divines or Training rolls for him, but he got a lot more impen and infused than normal.
Every PTS, I've spent a large (but still relatively small) amount of keys:
For example, in the Update 10 data, my silver keys yielded 38 shoulders. Perfect distribution would've been 5.4. The lowest from that batch was 2, the highest was 8. That's within the fairly narrow bounds of 5±3, but one is 4x higher than the other.
With the larger sample set of the Update 10 gold keys, perfect would've been 14.3, and the counts were 11 on the low end and 19 on the high end. It's actually a wider numeric spread, but the percentage spread is much less.
In the Update 11 data set, we're looking at 291 shoulders total. Here, the most interesting spread is that of Malubeth coming in with just 15 drops and Kena coming in with 31. Do you really think ZOS would go through the time and trouble to weight the tables (and if you knew how itemization works in ESO, you'll come to realize just how much extra work it would take for them to do that) to favor Kena 2-to-1 over Malubeth?
For the Update 12 data set, even with a large data set of 500 shoulders, there was still a pretty big numeric spread. Prosperous came in last with 56 drops, and Sturdy had the most, with 82. However, Update 12 was also the first update where I automated the logging of my drop-testing, and as a result, I still have the original raw log file of my testing on the Update 12 PTS.
Going through my log and looking at only the first 100 logged items (86 shoulders, 14 motifs), I see:
- Divines: 11 (vs. 78 in the final count)
- Infused: 17 (vs. 63 in the final count)
- Prosperous: 10 (vs. 56 in the final count)
- Reinforced: 13 (vs. 77 in the final conunt)
- Sturdy: 10 (vs. 82 in the final count)
- Training: 16 (vs. 70 in the final count)
- Well-Fitted: 9 (vs. 74 in the final count)
So, if we look at the distribution of the first 86 shoulders vs. the final distribution of 500 shoulders, we see that the front-runner after 86--Infused with 17--ends up 2nd-to-last with 63. Prosperous and Sturdy, which were tied for 2nd-to-last after 86 shoulders come out in first place (Sturdy) and last place (Prosperous) after 500. Folks, that's what randomness is.
If you get two groups of people together, and tell one group to flip a coin 100 times and jot it down, and tell the other group to pretend to flip a coin and jot down what they think a random distribution would be, you could tell which group did the actual coin flips because it's probably the one with long streaks of tails or heads. And the one without streaks and with a nice-and-even distribution is likely the one that was fabricated. People naturally want to avoid patterns when they are told to make up "random" data. That's not randomness.
The moral of the story, folks, is that randomness is not the same as a perfectly-even distribution. There will be streaks and droughts. There will be shapes in the clouds in the skies. And that's true randomness.
Addendum 1: And on the forums, the people most likely to post about their experiences are people who have been burned by the randomness. We hear a lot of "I spent 50 keys and didn't get what I want!", the people who get what they want after the first dozen keys usually don't bother to come here to vent.
Addendum 2: To clarify, RNG can be harsh--if you look at my log data from the Update 12 key openings, even after spending 200 keys on Maj's chest on the PTS, the best Kragh pieces that I got was heavy divines and medium infused--I didn't get a single BiS medium divines item. I'm not saying that RNG can't screw people over--it can and it often does, and that is a legitimate concern that ZOS should address (tokens!). What I am saying is that there is absolutely zero credible evidence of ZOS tipping the scales in favor of any particular set or trait.
Rune_Relic wrote: »ZOS_RichLambert wrote: »The drop rates are the same as on PTS and they are all equally weighted. Couple quick charts cause I know everyone loves them.
Undaunted Chest results since OneTamriel went live. (NA PC only for time)
...and seeing as @Deltia and his video was called out, here's exactly his breakdown over his 250 keys in the video.
Yeah RNG wasn't kind on the Divines or Training rolls for him, but he got a lot more impen and infused than normal.
This is where data can be manipulated by misplaced logic.
RNG is based on being applied to a single stream.
You have applied this globally as a single stream instead of individually as a single stream.
Hhhhm how to explain this in simple terms
The RNG is supposed to average out over time and hits.
But the hits/time are inconsistent as players only access a 'slice' of this RNG stream.
So applying RNG to say GLOBAL drop rates...
..is not the same as applying RNG to 'PERSONAL' drop rates.
What you have done is tainted the RNG into multiple streams instead of one.
Some streams (players) have more hits and time segments than others.
This lets some players get consistently more bad luck and some players consistently more good luck..
...but it does not balance out for them because the RNG source is tainted by others use.
@ZOS_RichLambert is right from a global point of view because RNG is being applied globally (hence the balanced GLOBAL distribution).
@Fengrush is right from an individual player point of view as the RNG source is tainted (hence the unbalanced PERSONAL distribution).
I could of course be completely insane and just messing with you
..but that's how I see it.
EDIT: Adding an example to demsonstarte what I am trying to say.
123451234512345 = Mean of 3 Normal
134525321423154 = Mean of 3 jumbled
Stream is sliced into 5 players round robin in order...
152 = Mean of 2.67 ~ Player 1
333 = Mean of 3.00 ~ Player 2
421 = Mean of 2.33 ~ Player 3 (Screwed)
515 = Mean of 3.67 ~ Player 4 (Blessed)
244 = Mean of 3.33 ~ Player 5
2.67 + 3.00 + 2.33 + 3.67 + 3.33 = 3.00 Global Mean
Now throw in the fact some players can have more than 3 number slices and others less.
Now throw in the fact it wont be round robin in reality.
Tendrielle wrote: »As RNG often quite sucks from a single player's point of view, and a token system is much effort, dear @ZOS_RichLambert, when will come the day that we can alter the traits?
Only with a certain amount of gold, and special materials, of course, that drop in some trial or dungeon.
Can we hope for it?
Curragraigue wrote: »Strange because code's test on the PTS produced a relatively even spread across the traits https://forums.elderscrollsonline.com/en/discussion/comment/3372809#Comment_3372809
It's a different server. RNG could be set differently.
s7732425ub17_ESO wrote: »Maybe the RNG is seeded per players, and some players just get really bad RNG seeding.
Yolokin_Swagonborn wrote: »ZOS_RichLambert wrote: »Yeah RNG wasn't kind on the Divines or Training rolls for him, but he got a lot more impen and infused than normal.
Why, why would we need training on end-game gear? I just don't get it.
Did you read that last line that Rich said? "RNG wasn't kind on the Divines or Training rolls." Sounds like he is admitting that he sees training as a "bad roll." What is more important than the data at this point is ZOS's design philosophy.
@ZOS_RichLambert Can you come out and say that having universally bad rolls (as opposed to potentially non-optimal rolls) is part of your design philosophy?
That you want us to scream in joy and in anguish? Because that is what it sounds like.
Training/prosperous isn't a "Good roll" for ANYONE. At least with other traits there is someone out there who could use it for something. If every trait drops at 12.5%, are you counting on people deconstructing at least a quarter of their drops?
Is this an intentional "key sink?"
I mainly receiced prosperous and training either.
So many people can't be wrong.
Prosperous should be crafter exclusive, like nirnhoned.