RNG is a numbers game, right?

RNG is a numbers game, right?

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Posted by: MarkBecks.6453

MarkBecks.6453

I have been playing GW2 for almost 3 years now, and have put in many many hours, 5 world completions, 13 lev 80 toons, 3 legendary weapons. I would like to know why every time their is a patch, the RNG numbers are changed to give worse drops? I cannot understand why you manipulate the numbers so badly that when I throw 3 lev 80’s exotics into the forge with a mystic stone, my returns have gone from lev 80, to lev 78, to now lev 76. I seriously cannot waste time doing boss runs day after day, and get absolutely useless items out the forge. This is part of my game that I enjoy, however, its getting a bit stale and boring, and RNG is open to change by simply changing the numbers. I cannot fathom this out, as base stat, MF and all the other boost’s are simply smoke and mirrors. It makes no difference what youre MF is. I open 50 chests and get 1 rare, and the rest blues and greens. Please review the boss drops or do something, as I am so utterly bored right now, and need to be convinced that you looking after the players, without whom, you have nothing.

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Posted by: Novuake.2691

Novuake.2691

RnG is RnG.
There is no game, there is no pattern. Every single time to take a CHANCE, that chance is calculated separately from any other roll.

However ANET does tweak drop-rates often. The mystic forge difference you noticed is such a small sample size however that we can call that RNG.

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Posted by: Vague Memory.2817

Vague Memory.2817

I suspect the RNG in MMOs are not as good as everyone suspects they are. Software RNG are not truly random, it isn’t possible to program real randomness, however they are generally good enough to fool us. MMOs RNGs are probably the bottom of the line of all available software.

I have seen patterns in ascended drops that are not random. I have on several occasions recieved 2 or 3 ascended items in one play session and then not get anything for about a month or more. That isn’t random especially with such low drop rates.

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Posted by: biofrog.1568

biofrog.1568

While it’s all true, RNG is RNG, I feel the OP pain in that sometimes you can play for hours and feel no gains.

I had a good one the other day – Killed Tequatl; yeaah rawwwgh! big dragon killed. Sure you get 1 gold plus you know there will be blues and greens, but you hope for something more.
Success! An exotic item! Aww just a bone fragment (or a spoon, heh). Well I guess I can sell it for some 60ish silver. Might as well salvage it tho since I have a black lion kit handy.
salvages it into 2 mithril…… umm yeah, well that’s a thing.

So every boss has an RNG aspect to the loot and that’s what we have right now. I would like to see added value with non-RNG. Doesn’t have to be much.. say you get a ‘fragment of X’ item whenever you kill a boss, for example, killing Jormag might get you a ‘fragment of corruption’ that you can use say ~20 of to make one of the Corrupted weapons. Even just a guaranteed dropped recipe for the corrupted weapons would be nice.

It doesn’t seem like much, but it does mean a boss event gives you something to look forward to, instead of an almost-nothing.

“There’s no lag but what we make.” – biofrog

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Posted by: Halvorn.9831

Halvorn.9831

I have seen patterns in ascended drops that are not random.

Yes, you surely did:

https://en.wikipedia.org/wiki/Apophenia

Human brains tend to see patterns everywhere. That doesn’t mean anything.

RNG is just that: random. And there is no perceiveable difference between true random and pseudo random generation.

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Posted by: Sorel.4870

Sorel.4870

Software RNG are not truly random, it isn’t possible to program real randomness, however they are generally good enough to fool us.

Everything you stated there is true. So why can’t you reach to the natural conclusion: the RNG system in GW2, and in every recent MMO, appears random, and the only explanation for patters is to be seen in our own minds.

Sure, you can’t have the best RNG in a RPG, where you have to roll a dice every move you make (every breath you take…). However, I know for a fact that a RNG able to have a series of numbers long enough to fool us demands calculations MUCH shorter than, for example, the particle animations on our skills. Furthermore, it’s reasonable to conjecture that Anet only uses one RNG, and applies it to every area of the game. So if the RNG is good enough that the damage you do with you skills doesn’t look like it has a pattern, your MF drops that you make a couple of times per day, have no chance to reflect a number generator pattern.

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Posted by: Novuake.2691

Novuake.2691

I had a good one the other day – Killed Tequatl; yeaah rawwwgh! big dragon killed. Sure you get 1 gold plus you know there will be blues and greens, but you hope for something more.

2Gold for a kill once a day.

RNG is just that: random. And there is no perceiveable difference between true random and pseudo random generation.

Or the illusion of random, but that still amounts to random for an individual player.

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Posted by: Andred.1087

Andred.1087

RNG is just that: random. And there is no perceiveable difference between true random and pseudo random generation.

This. Just because it’s not “true random” doesn’t mean it can’t be sufficiently close that you won’t be able to tell. In fact, any good software RNG will will have the proper mechanisms to achieve this, e.g. re-seeding with a unique value, like the current date/time.

“You’ll PAY to know what you really think.” ~ J. R. “Bob” Dobbs

(edited by Andred.1087)

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Posted by: Belzebu.3912

Belzebu.3912

Software RNG are not truly random, it isn’t possible to program real randomness, however they are generally good enough to fool us.

Everything you stated there is true.

Half true, software only RNG are not truly random, but recently I learned that you can achieve true random for a software using Hardware RNG

Charter Vanguard [CV] – HoD
Bardy Belzebuson – Ranger Sir Belzebu – Herald
(and the other 8 elite specs maxed too)

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Posted by: mtpelion.4562

mtpelion.4562

I have been playing GW2 for almost 3 years now, and have put in many many hours, 5 world completions, 13 lev 80 toons, 3 legendary weapons. I would like to know why every time their is a patch, the RNG numbers are changed to give worse drops? I cannot understand why you manipulate the numbers so badly that when I throw 3 lev 80’s exotics into the forge with a mystic stone, my returns have gone from lev 80, to lev 78, to now lev 76. I seriously cannot waste time doing boss runs day after day, and get absolutely useless items out the forge. This is part of my game that I enjoy, however, its getting a bit stale and boring, and RNG is open to change by simply changing the numbers. I cannot fathom this out, as base stat, MF and all the other boost’s are simply smoke and mirrors. It makes no difference what youre MF is. I open 50 chests and get 1 rare, and the rest blues and greens. Please review the boss drops or do something, as I am so utterly bored right now, and need to be convinced that you looking after the players, without whom, you have nothing.

Level 75+ exotics are treated the exact same way in the Forge.

This means that there is no negative impact on your ability to try for another precursor using that level 75 or higher exotic.

Essentially, 75-80 exotics are all the same for Mystic Forge purposes, thus you are not losing anything by getting a level 76.

Server: Devona’s Rest

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Posted by: Aenesthesia.1697

Aenesthesia.1697

RnG is RnG.
There is no game, there is no pattern. Every single time to take a CHANCE, that chance is calculated separately from any other roll.

However ANET does tweak drop-rates often. The mystic forge difference you noticed is such a small sample size however that we can call that RNG.

with 3 years of gameplay i am sure a player can get enough rolls not to call it small sample size.

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Posted by: Halvorn.9831

Halvorn.9831

Software RNG are not truly random, it isn’t possible to program real randomness, however they are generally good enough to fool us.

Everything you stated there is true.

Half true, software only RNG are not truly random, but recently I learned that you can achieve true random for a software using Hardware RNG

K, let’s say you use a pseudo-random generator only.

Let’s further say that for each map instance, there is a distinct server process.

Now, one way to use the RNG would be to let it create and maintain a huge bulk of random numbers and share this bulk between all random draws that are required by this server process. Critical hit/miss chance, chance for proccing of sigills, drop chance, mob spawn time, mob movement variances, everything. Then, I guarantee you, there will be no more predictability in you random draws for loot, since all players in map and all mobs in map share the same source of randomicity and draw an unpredictable number of random numbers before your loot drops are calculated and the timing of incoming e.g. movement or attack messages from other players is completely unpredictable.

Therefore even a pseudo-RNG does not pose any problems. This issue simply does not exist.

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Posted by: Algreg.3629

Algreg.3629

RnG is RnG.
There is no game, there is no pattern. Every single time to take a CHANCE, that chance is calculated separately from any other roll.

However ANET does tweak drop-rates often. The mystic forge difference you noticed is such a small sample size however that we can call that RNG.

with 3 years of gameplay i am sure a player can get enough rolls not to call it small sample size.

a) did he record results and premises all the time or did he just come to his conclusion by “feeling”
b) your post indicates that you are not very well versed in statistics. Based on the actual randomness, you could require thousands and thousands of attempts to come to a valid and reliable conclusion.

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Posted by: MrHeartless.9164

MrHeartless.9164

After playing this game for 4 months, the most expensive item I ever got to sell was an exotic weapon that I salvaged to get a Superior sigil of Force (7g). I have done SW chest farm til I had 225 bags and got an exo spear and harpoon gun from all 225 bags. I have stacked PVP reward chests for all 40 tracks, twice and received no exotics when mass opening all with 300+ MF. I have done all the world bosses, everyday for about 3 weeks straight and I have literally only gotten 4 exotics, 3 of which are spears/harpoons/tridents. Best item was a 3.5g dagger.

I don’t know what else I am suppose to do to progress. It takes ages because I am not making money. I am doing the content consistently and persistently and getting nothing to show for it. It is beyond frustrating.

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Posted by: Belzebu.3912

Belzebu.3912

Half true, software only RNG are not truly random, but recently I learned that you can achieve true random for a software using Hardware RNG

Therefore even a pseudo-RNG does not pose any problems. This issue simply does not exist.

I totally agree, I just wanted to add that info
Such devices are used in cases of safety, for example a software only RNG requires some seeds to generate a number as mentioned before, knowing the seeds and the algorithm used in a RNG one could make a software that predict with a huge margin of success the results of a RNG, but since that isn’t the case here, the current RNG is no issue at all.

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Posted by: tfcgeneralkmk.9508

tfcgeneralkmk.9508

great way to make money is to run dungeons particuarly CoF p1 p2 because they are easy with a decent group

if you don’t like dungeons you can farm 70+ mobs that can drop silk , orr area outside CoF etc or farm SW although i don’t particularly like desert zones so i don’t do it much

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Posted by: Sorel.4870

Sorel.4870

Software RNG are not truly random, it isn’t possible to program real randomness, however they are generally good enough to fool us.

Everything you stated there is true.

Half true, software only RNG are not truly random, but recently I learned that you can achieve true random for a software using Hardware RNG

I learnt something interesting today. Thank you random stranger!

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Posted by: Sorel.4870

Sorel.4870

After playing this game for 4 months, the most expensive item I ever got to sell was an exotic weapon that I salvaged to get a Superior sigil of Force (7g). I have done SW chest farm til I had 225 bags and got an exo spear and harpoon gun from all 225 bags. I have stacked PVP reward chests for all 40 tracks, twice and received no exotics when mass opening all with 300+ MF. I have done all the world bosses, everyday for about 3 weeks straight and I have literally only gotten 4 exotics, 3 of which are spears/harpoons/tridents. Best item was a 3.5g dagger.

I don’t know what else I am suppose to do to progress. It takes ages because I am not making money. I am doing the content consistently and persistently and getting nothing to show for it. It is beyond frustrating.

Try to do content you enjoy, and don’t worry about the money. I for example play a lot of pvp and solo WvW roaming, and the cash just comes naturally, a few silvers at a time. But yeah, you’ve been incredibly unlucky. I have maybe done only 30-40 rewards tracks in total since I began playing pvp, always with 80-110% MF, and have gotten numerous exotics, at least five ascended rings, two ascended armor chests, and three ascended weapon chests. RNG is a kitten.

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Posted by: Infernia.9847

Infernia.9847

I have put my $0.02 into this kind of discussion many times in the past. I too have what I would consider to be an unlucky account. I know it’s not actually unlucky or that I’m simply an outlier on the wrong side of the curve. I congratulate many friends, guild mates, and others on their seemingly endless amount of lucky drops or MF flushes. And then I grimace when my thousandth and one flush yields nothing but its standard fare.

By looking at it from the standpoint of an entire entity and the yield produced by every player in the game as that single entity; I’m sure RNG is working exactly as intended.
I think the hardest part for developers is to make it seem as though each and every player “feels” that they can and do get lucky on occasion. I am only aware of one type of coding that allows for this, streak breakers. At this point, I wonder if it would be possible to implement such code into GW2. I’d like to think it would be but I am not expecting any changes.

Some of us are deemed the workers and lady luck shuns us. We scrap for what we need and get the occasional break. Others are deemed the fortunate few and simply wonder what it is they’ll find falling into their lap that day.
Working for what I want has taught me to appreciate it when I get it. I feel the accomplishment and know the time it took to get. Sometimes I’ll buy materials off the TP to finish a few days quicker but mostly I like to get my own mats. It takes longer but feels so much better in the end. (At least that’s what I tell myself)

Blackgate : Level 80 Ranger, Necro, Guardian, Warrior
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Posted by: MrHeartless.9164

MrHeartless.9164

After playing this game for 4 months, the most expensive item I ever got to sell was an exotic weapon that I salvaged to get a Superior sigil of Force (7g). I have done SW chest farm til I had 225 bags and got an exo spear and harpoon gun from all 225 bags. I have stacked PVP reward chests for all 40 tracks, twice and received no exotics when mass opening all with 300+ MF. I have done all the world bosses, everyday for about 3 weeks straight and I have literally only gotten 4 exotics, 3 of which are spears/harpoons/tridents. Best item was a 3.5g dagger.

I don’t know what else I am suppose to do to progress. It takes ages because I am not making money. I am doing the content consistently and persistently and getting nothing to show for it. It is beyond frustrating.

Try to do content you enjoy, and don’t worry about the money. I for example play a lot of pvp and solo WvW roaming, and the cash just comes naturally, a few silvers at a time. But yeah, you’ve been incredibly unlucky. I have maybe done only 30-40 rewards tracks in total since I began playing pvp, always with 80-110% MF, and have gotten numerous exotics, at least five ascended rings, two ascended armor chests, and three ascended weapon chests. RNG is a kitten.

I do, I’ve done pretty much everything in the game and I do it whenever I feel moved to do so. My only disappointment is in the gross lack of rewards. I am still having fun but when I see that cool skin I want and cant buy because I dont make enough gold even playing 8hrs a day it annoys me.

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Posted by: Mirta.5029

Mirta.5029

I do, I’ve done pretty much everything in the game and I do it whenever I feel moved to do so. My only disappointment is in the gross lack of rewards. I am still having fun but when I see that cool skin I want and cant buy because I dont make enough gold even playing 8hrs a day it annoys me.

the key is in guaranteed rather than random. Every Spvp match guarantees 10 silver, every world boss guarantees 20 silver (1 rare), every dungeon run guarantees between 1 and 4 gold (depends on what you’re running). WvW and dungeon tokens guarantee gear. Chopping down a tree guarantees logs.

Random loot is just an added bonus.

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Posted by: tigirius.9014

tigirius.9014

RnG is RnG.
There is no game, there is no pattern. Every single time to take a CHANCE, that chance is calculated separately from any other roll.

However ANET does tweak drop-rates often. The mystic forge difference you noticed is such a small sample size however that we can call that RNG.

Diablo III would like to have a word with you about how RNG is not the same in every game out there.

There’s a right way and a wrong way of doing MMOs and the right way is to make it a rewarding experience.

I agree OP the loot in this game needs serious work and the people who keep throwing out RNG everytime someone points this out seem to conveniently forget how DR works.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: tfcgeneralkmk.9508

tfcgeneralkmk.9508

RnG is RnG.
There is no game, there is no pattern. Every single time to take a CHANCE, that chance is calculated separately from any other roll.

However ANET does tweak drop-rates often. The mystic forge difference you noticed is such a small sample size however that we can call that RNG.

Diablo III would like to have a word with you about how RNG is not the same in every game out there.

There’s a right way and a wrong way of doing MMOs and the right way is to make it a rewarding experience.

I agree OP the loot in this game needs serious work and the people who keep throwing out RNG everytime someone points this out seem to conveniently forget how DR works.

easy solution to DR do a different zone, move to orr for a bit or dry top from silverwastes

also helps farming not be so darn boring

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Posted by: yolo swaggins.2570

yolo swaggins.2570

Any programmed RNG is not truly random. I’ve seen a random number generator on a forum produce highly predictable results. The way it was done was ingenious.

The OP posted a raffle saying that the first to get under 1,000 or over 999,000 using a 6-digit roll would win 20 million of whatever forum currency was. It took around 6 months and over 200,000 rolls for the raffle to end because the point of it was to show the moderators of the forum that their number generator was flawed. The OP posted the results a month later showing an obvious bellcurve and explaining how random the number generator was not. However this was years ago.

Assuming that the core of GW2’s system is a basic number generator, the same issue would permeate the whole thing. Even if there were countermeasures put in place to combat this bellcurve, the fact remains that the core is still basic RNG and it would still produce the same issues.

Until someone actually manages to put chaos into numbers, saying RNG is RNG isn’t a good enough excuse.

Liaison for [Teef]
“Please stop complaining about stuff you don’t even know about.” ~Nocta

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Posted by: tigirius.9014

tigirius.9014

RnG is RnG.
There is no game, there is no pattern. Every single time to take a CHANCE, that chance is calculated separately from any other roll.

However ANET does tweak drop-rates often. The mystic forge difference you noticed is such a small sample size however that we can call that RNG.

Diablo III would like to have a word with you about how RNG is not the same in every game out there.

There’s a right way and a wrong way of doing MMOs and the right way is to make it a rewarding experience.

I agree OP the loot in this game needs serious work and the people who keep throwing out RNG everytime someone points this out seem to conveniently forget how DR works.

easy solution to DR do a different zone, move to orr for a bit or dry top from silverwastes

also helps farming not be so darn boring

I’ve personally tested that theory and when I’ve changed locations not only do skulls continue to drop even in events but also they don’t stop across all of my toons often it stays active on my account for weeks at a time no matter the location the character or the magic find boost at the time.

I also tested what the OP is talking about using the mf in order to create exotics and I’ve since stopped using the mystic toilet because even though I’ve earned the items I’ve collected to put it in there apparently it would drastically affect the TPcentric nature of the game so junk comes right back out again.

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Posted by: Astralporing.1957

Astralporing.1957

Until someone actually manages to put chaos into numbers, saying RNG is RNG isn’t a good enough excuse.

There is such a mechanism in this RNG already. Think for a moment. The RNG generator produces a sequence of numbers, but the order in which numbers are drawn from that sequence for specific purposes is affected by the activity and decisions of tens (hundreds?) of thousands of players.
You forge something from MF – the number is drawn from the RNG sequence. You forge a next group of items – number is again drawn. Between those two events, however, unpredictable number of rng draws had taken place, due to behaviour of other players. The result is a truly random sequence.

Actions, not words.
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Posted by: yolo swaggins.2570

yolo swaggins.2570

Until someone actually manages to put chaos into numbers, saying RNG is RNG isn’t a good enough excuse.

There is such a mechanism in this RNG already. Think for a moment. The RNG generator produces a sequence of numbers, but the order in which numbers are drawn from that sequence for specific purposes is affected by the activity and decisions of tens (hundreds?) of thousands of players.
You forge something from MF – the number is drawn from the RNG sequence. You forge a next group of items – number is again drawn. Between those two events, however, unpredictable number of rng draws had taken place, due to behaviour of other players. The result is a truly random sequence.

If it was truly random, then it would be impossible for anyone to put any form of pattern on it regardless of the sample size. However, many players have noticed others getting good drops left and right while everyone else gets nothing of notable value. If it were truly random, then those occurrences would be random as well.

But it isn’t. It has been known for years that certain players have gotten multiple precursors within a very short timeframe compared to the vast amount of other players who never get anything special. Digging deeper still, there are even more patterns going on, for example, basic loot always being rampager or dire stats. That is something i am pretty sure a large majority of the playerbase can attest to.

And if these patterns are commonplace, there is WAY more going on than simple RNG. At that point, no you cannot call it RNG.

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Posted by: mementomori.8372

mementomori.8372

It is a numbers game, but one that you clearly don’t really understand. Probability is probability, and in this instance, it’s stacked against you. According to the GW2 wiki, the probability of obtaining a precursor on any given forge is 0.79% (when using 4 exotics). Now, let’s calculate the probability of obtaining at least one precursor given some number of forges:

The probability of 0 precursors in x tries: (1-.0079)^x
The probability of at least one precursor given x tries: (1-(1-.0079)^x)
10x: 7.62%
100x: 54.76%
200x: 79.53%
300x: 90.74%

In other words, to have a 90%+ probability of attaining a precursor – which still leaves a 1 in 10 chance of failing! – you would need to forge an average of almost 300 times.

(edited by mementomori.8372)

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Posted by: Behellagh.1468

Behellagh.1468

First of all, there are plenty great PRNG out there. Sadly not in most compiler’s standard library but they are easily available.

Now the problem seems to me is a lot of players seem to misunderstand the concept of rare as well as no grasp of probability and statistics (not that they should unless they are in a science or engineering major in college). Tenths of a percent may be too high for something like a precursor. From an aggregate standpoint, it’s working. For any particular individual, forget about it. That’s why there’s a TP to sell unwanted precursors.

We are heroes. This is what we do!

RIP City of Heroes

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Posted by: Nike.2631

Nike.2631

Reward effort, not luck.

In case you were wondering why that will never happen.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Paul.4081

Paul.4081

Best answer is rng is rng which trasnslates to ‘I don’t care and neither does Anet.’

I’m a 20 BLC per 2 scraps man myself.

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Posted by: Ensign.2189

Ensign.2189

Now the problem seems to me is a lot of players seem to misunderstand the concept of rare as well as no grasp of probability and statistics (not that they should unless they are in a science or engineering major in college).

I think it’s tragic that a real understanding of algebra or statistics are the province of scientists and engineers. They have real value and I wish everyone had at least a basic understanding – it would, at the very least, make threads like this one much less cringe-inducing.

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Posted by: Anyandrell.6238

Anyandrell.6238

I have clocked in over 6000 hours in Guild Wars 2… and no epic drops or loot, no precursors or jackpot items. And honestly, it has ruined the game for me. …

Unless Anet both revises the RNG system to stop rewarding RNG luck over effort and investment, AND compensates players for the past hours invested into the game, I am going to continue looking for a better game that treats players as a valued part of the game.

So no, RNG is not a numbers game. RNG is just GW2’s scarlet letter. Anet should fix this RNG nonsense immediately and at least try make amends, perhaps by awarding some sort of RNG tokens based on /age. All this bad RNG is doing now, is driving players away from GW2.

Totally agreed. That is why I already said that on top of not spending RL money anymore for buying gems, after the “luck” I had with buying shadow dye kits, I am done with participating in RNG as well. I will still play GW2 as for now it is the only game that offers me enough immersion to give me an hour or two a day of complete relaxation, but I’ll keep looking, just like you. And to be honest, even if I DO know that I will buy HoT, it will not be from any sense of excitement about it – GW2 and ArenaNet are just going lower and lower on the disappointment slope for me – I will buy it only so I can still play with my friends.

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Posted by: Astralporing.1957

Astralporing.1957

If it was truly random, then it would be impossible for anyone to put any form of pattern on it regardless of the sample size. However, many players have noticed others getting good drops left and right while everyone else gets nothing of notable value. If it were truly random, then those occurrences would be random as well.

The very fact you are saying this proves you have no idea how rng works (or how human mind works). So:
1. random generation doesn’t mean there won’t be “patterns” in the rng results. In fact, with big enough sequence, existence of such “patterns” are a near certainty. It’s their lack that would suggest that RNG was somehow tampered with.
2. human mind is perfectly capable of seeing patterns where none exist (look up Rorschach test). Especially when we’ll add to it a confirmation bias, and looking only at parts of the whole.

Actions, not words.
Remember, remember, 15th of November

(edited by Astralporing.1957)

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Software RNG are not truly random, it isn’t possible to program real randomness, however they are generally good enough to fool us.

Everything you stated there is true.

Half true, software only RNG are not truly random, but recently I learned that you can achieve true random for a software using Hardware RNG

It’s a myth that software RNG isn’t “truly random.” It’s not as random as the actual universe is, but it’s as random as players can detect and even as random as the programmers can measure. Thus, for the purposes of MMOs, it’s indistinguishable from ‘truly random’.

Of course, if the programming is faulty, then it might not be random at all. It’s also possible for the randomization to be other than intended, but in this game (as in most premium MMOs), that happens very rarely.

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RNG is a numbers game, right?

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

It’s a myth that software RNG isn’t “truly random.” It’s not as random as the actual universe is…

I have severe doubts about the actual universe being random, by the way.

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RNG is a numbers game, right?

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Posted by: yolo swaggins.2570

yolo swaggins.2570

stuff

While I may not be as savvy as you in the fields of human psychology and Randomisation, I am much more savvy with systems (which RNG is) than you. So:

1. Manufactured randomisation, yes. Natural, no. My argument is about people arguing that manufactured randomisation is the same thing as real randomisation are wrong. It would require complex algorithms to get as close to true random as possible. Testing would require multiple samples of many large samples to see exactly how close it can get. But then kitten still happens and there is no amount of math or sampling that could completely mimic that. Patterns are the antithesis to true randomness. So if there is a pattern of people who notice the same pattern in drops for certain players, more than likely the system could either be rigged or bugged. And that isn’t random at all.

2. People are going to find patterns, yes, but there is a difference between finding a pattern and there actually being a pattern. In this case, there are patterns that players who’ve no commonality between them except for the frustration generated by these patterns see. A pattern of players noticing the same pattern of drops from the same people. How can it be called random when there is a chance it is actually rigged? Its called regulation.

A system is defined by the results it produces. In the past, Anet (as a system) produced plenty of updates that made players question decisions made for the game. A noticeable portion of them could be considered as “sleazy”. Considering that the trend from that time to now shows they’ve really improved the quality and that the drop system has not been modified since launch, it is most likely that the drop system the game has today is still as “sleazily designed” as it was at this game’s conception.

Judging by what’s been going on with this topic in general:

It wouldn’t be wrong to assume that the game picks and chooses who gets to pump the economy with expensive items simply because restricting a decent portion of precursor acquisition to a very small number of accounts would keep rarity of the items while the TP flippers inevitably flip the items into oblivion while the force of supply:demand keep the prices at a premium.

It is also not wrong to assume that the game regulates how much of a specific item is pumped into the economy. Regulating the rarity and value of something like the only legitimate endgame content that exists in this game (for the moment) by keeping the amount at a certain level by restricting drop to a few dedicated account plus another hand full of lucky drops helps the game keep legendaries where they are at.

So it is not wrong to assume that after certain items hits a certain threshold that the system decides whether to prevent further acquisition or let the value drop based on their value to the players.

I could go on.

But all these little systems are much easier and potentially more profitable to plan and put in an MMO than let any degree of pure randomness. And it makes sense. Saying “it’s just RNG” is complete bull.

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“Please stop complaining about stuff you don’t even know about.” ~Nocta

RNG is a numbers game, right?

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Posted by: Behellagh.1468

Behellagh.1468

1) There are psuedo Random Number Generators that have been vetted by mathematicians that surpass multiple tests for randomness. These include even distribution, coverage as well as sequences.

2) Humans are hard wired to see patterns, even if they don’t exist. That’s one reason probability and statistics are seem so counter-intuitive. It’s also why we see faces on Mars and religious iconography in the most unusual places. But in the end, you have to do the analysis to see if a pattern holds or if it’s just coincidence.

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