Is there some way to procedurally check if your character/account's drop table is screwy?
" I still think its probably the best approach to it, but I have yet to see a better way to deal with botters than hellbanning in this thread. IGN : Reamus
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Yes there is a way, pray to RNGesus. Just because I'm paranoid doesn't mean they're not out to get me.
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IGN : Reamus
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Random can be a hard concept to fully grasp.
The game does not adapt to you, you adapt to it.
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While pretty amusing, I think this is a terrible idea. Now every player that doesn't get good drops is going to be swearing its because they've been unfairly flagged. People are already paranoid enough about drops, now the tinfoil hat brigade has actual proof. I personally, really don't like knowing that there is even a mechanism in place to alter someone's drop rates. That means you guys are using it for something, or you wouldn't have implemented it in code, and all this "RNG is RNG" crap may be just that, crap.
*puts on tinfoil hat* awful damn funny how I can run a map and get 5-6 map drops, then get nothing for the few that I run. Or how one guy gets multiple 6 links in less than 20 fusings, while others can't get one in 2k. See, this is the kind of speculation this fuels. IGN: Standard: Feugue, Domination: KaomsDisciple
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" And they told us exactly what they are using it for. A scion may be born of the rich, and as such hold more opportunity...
but a scion will never be able to appreciate the finer beauty of those less fortunate. |
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" Statistical outliers. Conveniently, they are also the ones that are the most noticeable (or vocal!) players. Makes it easy to think that they are an actual majority. It is funny that many individuals in here are against the methods chosen. As far as I am concerned and observed it, many players were desperate to get GGG to act against "obvious" RMT users or botter in a more certain way. Especially some competitive individuals of the community made nasty remarks concerning GGGs "lack of actions". And why not? The credibility of the ladders are a joke with RMT working in it. Now they made clear that those offenders are dealt with and everyone fears his ass? Some people in here need to learn what pseudo-random-number generation actually is and deal with it. Last edited by Nightmare90 on Nov 5, 2013, 5:46:02 AM
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I find this thread quite interesting.
I play nearly every day, and don't find much exciting loot. Since OB, i think i've only had 1 Exalt drop for me, among the usual low level common uniques. The thing that catches my eye when i play with a friend, is that throughout a days play, he will constantly find a unique or Q gem or GCP, etc, right after i die or drop group. And i mean constantly. I'd average it to be 3 or 4 uniques per day, found within seconds after i die or leave the instance. Whatever the circumstances, i find this a little interesting, and sometimes a little frustrating. I must admit it nearly feels like the game is taunting me everytime. "See this? This could have been yours! WHY DID YOU DIE? WHY DID YOU LEAVE ME?!" |
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" Randomness is not a difficult subject to grasp. Randomness for the sake of randomness though, within the confines of what this game can generate, is pointless. So only 1 out of every 1,000 drops is an item with mods that are actually usable. Sure, fine, that'd be great. But when one player is getting 1 out of 100 drops as something they can use, and another player is getting 1 out of every 10,000 drops as something usable in the same level and gear range as player A, then that needs to be looked at. Either it is such a wide variance due to too many variables or there is such a wide variance because of poorly defined variables. And don't give me that buttcrap about "Well how do you expect them to ensure that players are getting gear they can use?". That is such an ignorant and defeatist response. No, really, take a look at the skill tree. Look at it. Just look at it for a second. Tell me that monstrosity isn't tailor made to help define what drops you get. And there is where they need to get crafty. So of course if a player specs deeply into life, evasion, bow damage, and attack speed they are looking for good evasion armor, a high physical damage bow, and anything with life on it. So that is where a section ID system comes into play. PSO had one, and what it would do is shuffle drops around. So maybe instead of bow damage you'd be finding fire damage gear, and instead of evasion, you'd be finding armor/ES gear, and instead of life you'd be finding resistance gear. That would take care of all the complaints about such a system killing the economy, because people would have to trade to get what they want. Or if you had a different section ID you'd be getting something completely different. Then there is the fact that no matter how you obtain an item, it is only going to be so good. 6 mods and an implicit value that you can't modify for the most part, and the implicit value doesn't even scale with item level. If you find a level 1 iron ring, its going to be 1-4 damage and if you find a level 100 iron ring it is going to be 1-4 damage. And you can still only get 6 mods on it. Like really. If it was truly "random", then you could find an item with 10, 12, 30 mods on it. But it isn't random. A random number generator produces results without ANY pattern. A random number generator harvests entropy. What they have is a psuedorandom drop generator that is object oriented. Now, some of you may not want to distinguish between random and pseudorandom, but there is a big difference. Psuedorandom Number Generators can guarantee that each number is random individually but can not guarantee that more than one of them is random. Where as a Random Number Generator can guarantee both of those things. TL:DR, if people are saying this stuff is random, replace your RNG with WELL. Or start harvesting entropy. kthx. IGN : Reamus Last edited by Andromansis on Nov 5, 2013, 6:26:25 AM
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Oh quit complaining, when I party with my GF, she vaccum cleans all the good loot and later offers to borrow some to me, usually stuff for builds that neither of us have... "mine.. ooh shiny!... my loot... mine too... can have?"
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