My idea about the RNG curse!
to simply answer the question, yes this would be very difficult to code in, with this you wouldnt just have to change the code for every piece it interacts with but all code that interacts with RNG aswell, RNG is their on the chests so they can continue to make money, this isnt malicious its business and even as a user myself i agree with their method. and as for drops hmmm it might cripple the economy by giving out to much supply of rare items
Current Season – Platinum (Soloq)
Retired GW2 ESL Tournament Admin
What about a check something like every four hours of game time, just to see if a person has gotten a rare in that time, and increase their chances if they haven’t until they get one?
Just thinking aloud here, but it might be hard to code too.
Wait you’re nerfed 100%, in other words, you don’t get any drops at all?
What about a check something like every four hours of game time, just to see if a person has gotten a rare in that time, and increase their chances if they haven’t until they get one?
Just thinking aloud here, but it might be hard to code too.
IMHO that would not only be hard to code, but easy to exploit as well.
I say hard to code because too many variables involved. What was the player doing in those 4 hours?… exploring, farming heavily, which kind of mobs he was farming, how many were being tagged (for example, a mesmer that has AoE skills on cooldown Vs. a guardian wielding a staff that AoEs in autoattack), was he doing events, which events, on which area, at which level and so on.
And I say easy to exploit because if such mechanism is introduced, it’ll be figured out quickly enough, and you’ll see people idling in (for example) penitent camp, that is a popular farming spot, while they do something else and waiting until the time runs out and then start farming with the equivalent of higher magic find.
RNG is working as intended, I’ve had days where I do all dragon events, for example, and get only rares from bonus chests and no ecto, and other days I’ve done only two, and gotten one or two rares off regular chests and several of them salvaged for 3 ectos each.
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.
You know, I have decent luck on drops, but terrible luck on chests from the store. Which side of the RNG curse am I on, then? Lol. I personally believe there isn’t a curse, but that is just me.
I get an ok drop rate albeit 98% is pure garbage.
Mud Bone – Sylvari Ranger
Ok reading all the diffrent peoples post I’m seeing people say its ok, their having ok drops etc then you got the other side like myself that has just seen a 100% nerf to my drop rate. I’m not a techy and dont know how or if this could be made possible but I (wish) the longer I had terrible luck the higher the chance was that I would get better drops. Some sort of scaling. The % of a good drop increases the crappier my luck is? Is this possible? Or am I cursed with the base RNG accross the whole player base that I see consistantly rewarding plain out lucky people and enraging the rest of us who just seem to suck on the lucky chart?
We’re both cursed man and until it affects people in dungeons or WvW nothing will be done. Sorry to say.
Those people who are on the lucky side, are lucky 100% of the time, they just don’t like to admit that there’s nothing random about 100% getting the largest number of drops in everything. Especially here in the forums, you’ll hear all sorts of nonsense about that’s not true despite the evidence to the contrary.
as someone will most likely complain about my use of 100% I will make it 99% maybe 98% at the lowest for this type of thing to occur. (on either side) sorry but 2% chance of your luck changing isn’t large enough to actually call it random.
(edited by tigirius.9014)
I really wish they would delete these threads as they are just complaining and a waste of time.
There are a variety of elements in loot systems that attempt to correct for the vagaries of a more purely rng approach. And, if the forums are a good indicator there are many who feel more a sense of lack than reward from the current tuning of the loot system in the game. I would imagine that over time Anet will make improvements in this regard. No one wants BiS to rain from the sky, but players have come to expect a sense of reward around loot by simply playing the game as opposed to rolling the dice. A chance to roll the dice never quite rises to the level of finding interesting, valuable items in-game.
What about a check something like every four hours of game time, just to see if a person has gotten a rare in that time, and increase their chances if they haven’t until they get one?
Just thinking aloud here, but it might be hard to code too.
IMHO that would not only be hard to code, but easy to exploit as well.
I say hard to code because too many variables involved. What was the player doing in those 4 hours?… exploring, farming heavily, which kind of mobs he was farming, how many were being tagged (for example, a mesmer that has AoE skills on cooldown Vs. a guardian wielding a staff that AoEs in autoattack), was he doing events, which events, on which area, at which level and so on.
Base it on how many loot items dropped for that player.
As is anything with enterprise level programming, the shortest answer is usually best. Otherwise you end up with a situation like “Fizzbuzz: Enterprise Editiion” where you take 2 lines of code and expand that into a12+ classes and 100+ lines of code =D
if the forums are a good indicator there are many who feel more a sense of lack than reward from the current tuning of the loot system in the game. Raine 1394 I don’t find this to be true as I have been reading the forums for months and for the most part it is mostly the same people complaining every time.
(edited by bloodletting wolf.2837)
Since computer random number generators depend heavily on a “seed” number it would be interesting to know how ANET derives that seed number. One of the most common ways is to convert the current date and time to an integer and then do a bunch of funny math with it. One thing that puzzles me with this method is if that seed is generated every time you loot something or if that seed number is generated at the beginning of your current session in the game? Actually with any method of choosing the seed number, does it change during game-play or only when one re-logs or does it change at all? The latter would be worrisome as this method of determining a random number will eventually repeat patterns. Perhaps (and I am just using conjecture here as I am no math expert by far) that would explain why your “luck” seems to change between characters, if the rng seed was tied somehow to a character.
Perhaps someone with a lot more experiance with random number generators and seed numbers could add more depth to the above.
I really wish they would delete these threads as they are just complaining and a waste of time.
I’m not just complaining and these threads have as valid a reason to be here as any. I do dungeons and dragons daily on my 80’s, get consistant greens and blues daily, cant remember getting an exo. I go back to leveling my alts around lvls 31-50 and have had the very (rare) rare drop but that goes with the levels I’m guessing. Anyway AS long as there is a random number gen people will have good luck and some bad. Unless your on the bad side of these outcome you will just troll and say theres no issues. It mite be my game play style? Because I log in do a dungeon on a 80, log over to a level 40 clear a zone, log back to an 80 do a dragon, log back to a lvl 40ish, could this be messing with how the RNG works? resetting or something? I’m not complaining, Its a valid issue for some. thanks for those of you that can understand this without bias.
if the forums are a good indicator there are many who feel more a sense of lack than reward from the current tuning of the loot system in the game. I don’t find this to be true as I have been reading the forums for months and for the most part it is mostly the same people complaining every time.
I agree many do feel this. Many felt this in Guild Wars 1 too. It got to the point in Guild Wars 1 where the only things that really excited you were black or white dye drops, and the very occassional super rare you got from the end of a dungeon. Or an ecto or obsidian shard you could only get on those respective instances.
Open world drops in Guild Wars 1, even if you bought keys to open in world chests were terrible. The only reason people like rare drops was that you can sell them unidentified, for people working on their wisdom title. But the drops themselves? Dreadful.
Any game that pretty much has a hard gear cap is going to suffer from this sort of thing. All you can do is hope for rare mats or unidentified dyes, because you’re not going to get the rarest weapon skins very often from random mobs, or even chests.
I really wish they would delete these threads as they are just complaining and a waste of time.
I’m not just complaining and these threads have as valid a reason to be here as any. I do dungeons and dragons daily on my 80’s, get consistant greens and blues daily, cant remember getting an exo. I go back to leveling my alts around lvls 31-50 and have had the very (rare) rare drop but that goes with the levels I’m guessing. Anyway AS long as there is a random number gen people will have good luck and some bad. Unless your on the bad side of these outcome you will just troll and say theres no issues. It mite be my game play style? Because I log in do a dungeon on a 80, log over to a level 40 clear a zone, log back to an 80 do a dragon, log back to a lvl 40ish, could this be messing with how the RNG works? resetting or something? I’m not complaining, Its a valid issue for some. thanks for those of you that can understand this without bias.
Yep love his comment that he sees the same people complaining about it. Well news flash buddy it’s because it’s not actually RNG and it’s happening over and over to the same people in the same way doing the same content month after month.
And as far as complaints are concerned if they’d actually check all their code instead of ignoring it like they did their killcredit bug for 5 months we wouldn’t have to go thru this. I’ve played games with nothing but dungeons and raids with gear treadmills that make this game look like yogurt and I can tell you that in those games I never had any trouble farming for anything outside of a dungeon. It might take a few moments between an item dropping like 1 item every 10-20 minutes but you could actually farm to your hearts content, items like rares and the highest mats for crafting in these games because they didn’t manipulate the drops to drive off customers like they’re doing now.
All I keep seeing in these threads are people who don’t read them and roll their eyes saying the same nonsense all the time. “It’s RNG” “It’s the way it is” “Luck works like that” “quit complaining go away”
Sorry but until they acknowledge they are actually checking the code I’m not going anywhere. And it’s not bad luck when it doesn’t happen in any other title to me. Luck is outside of the game btw, just FYI, and I have 0 problems in any other title I play getting the loot I need for any purpose.
We’re not just sitting around expecting exotics to rain down either y’all need to get a better dismissive argument that ones getting old.
So what you are trying to say is that the game specifically chooses certain players to screw over? The game universe cares enough to say Tigirius is a pretty lame person so lets screw with his drops? If that is what you believe I feel sorry for you.