Do you think the RNG is generated locally or server side? and How often is the RNG result updated?
Do you think the RNG is generated locally or server side? and How often is the RNG result updated?
It should be server side, as that is where all decisions about outcome should happen.
Each time a random outcome is desired, it should be created fresh and be independent from the last time one was created.
This is ESO, created by ZOS, and who knows what they actually do, which may be different from what people think they do.
Is it possible they are using some sort of failsafe code like a time limit for the server to answer the request and if none is received it re-uses the last value received. Could explain the addition of cool down timers on refining, to ensure extra time between requests so you don't get any duplicate answers.
Another piece of code i had the pleasure to write:
- Introduce new loot for a zone/dungeon/area
- Make it so the player has to collect x amount of "fragments" they can then combine into one piece of awesome loot
- When they get to the zone/dungeon/area for the first time, bump up the weight on the rng to ensure they get a fragment drop quickly
- After their first drop, lower the weight drastically to keep them coming back to that same content
This should sound familiar to some of you ...