Page 8 of 20 FirstFirst ... 6 7 8 9 10 18 ... LastLast
Results 71 to 80 of 198
  1. #71
    Player Wesa's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    19
    Character
    Wesa
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Quote Originally Posted by Alhanelem View Post
    I'm actually thinking there might be a pattern and that the drops aren't totally random. Maybe it has something to do with performance, IDK.
    I really hope they're not doing something like this. I'm pretty much relegated to BRD for all of Voidwatch, which means that my damage count is almost always 0. For any given weakness, I've got a maximum of three songs that can trigger it (for most elements, 1), and my one damage song won't land on anything at all in VW (thanks so much, SE--remind me again why we got a seventh tier on that one?). So mostly what I'm doing is desperately trying to buff people who are being tossed hither and yon by AoE knockback while trying not to get killed by the same, and trying to hit weaknesses which are probably not mine because there are 13 billion BLU and BLM triggers. It sucks enough listening to people after the fight gabbling about how much damage they managed to do (the lowly BRD never gets mentioned) without thinking that SE might be punishing me for not "doing enough" to the thing we're fighting--whatever the heck that might mean.
    (4)

  2. #72
    Player Nightfyre's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Nightfyre
    World
    Fenrir
    Main Class
    BLU Lv 99
    Pseudorandom drops are for all intents and purposes random, I've seen no rhyme or reason to the distribution of the 10 bodies and miscellaneous other drops we've received. To believe otherwise is almost certainly falling prey to the human tendency to seek patterns in randomness.

    EDIT: before someone jumps on "10 bodies", we have done a lot of Voidwatch. We haven't even seen every body either, let alone any of the Zilart path HQ weapons.
    (3)
    Last edited by Nightfyre; 10-22-2011 at 10:46 AM.

  3. #73
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,116
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    To believe otherwise is almost certainly falling prey to the human tendency to seek patterns in randomness.
    We seek patterns in randomness because
    1) Not as many things are truly random as we think, and computers are technically incapable of being truly random
    2) It is more difficult to prove that something IS random than it is to prove that something isn't.

    Of course, a day's worth of voidwatch runs by one group is far, far from an adequate sample from which to derive any kind of reasonable conclusion.
    (0)
    Last edited by Alhanelem; 10-22-2011 at 11:13 AM.

  4. #74
    Player Nightfyre's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Nightfyre
    World
    Fenrir
    Main Class
    BLU Lv 99
    Quote Originally Posted by Alhanelem View Post
    We seek patterns in randomness because
    1) Not as many things are truly random as we think,
    Not going to get into a determinism argument here, though that has nothing to do with why we seek patterns.

    and computers are technically incapable of being truly random
    Quote Originally Posted by Nightfyre
    Pseudorandom drops are for all intents and purposes random
    Think I already covered that. "For all intents and purposes" because the difference between the two is trivial unless you're able to manipulate the pseudorandom option, which is probably a no-go in FFXI given that it's handled server-side.

    2) It is more difficult to prove that something IS random than it is to prove that something isn't.
    Again, this has nothing to do with why we seek patterns. We seek patterns as a survival tactic, as do many other animals.
    (2)
    Last edited by Nightfyre; 10-22-2011 at 12:38 PM.

  5. #75
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Alhanelem View Post
    If you want them to nerf the drop rate into oblivion, sure. Otherwise, it's not going to happen.

    Basically, it can be one of two things:

    Super-low drop rate and normal treasure pool distribution
    relatively high drop rate (by comparison at least) and item goes to random people.

    Sorry to be Negative Nancy here. But whatever the solution, they're going to be sure you have to do the fight a similar number of times.
    Umm you do realize that they ALREADY HAVE A NERFED DROP RATE. Nerfed as in less then 1%. When you defeat a NM you get 18 treasure pools generated, meaning if you see an item once per six runs, then your talking 1/108. If you get a rare item once per 9 runs, then your talking 1/162.

    What we have now is the absolute worst of both worlds, random loot distribution combined with ridiculously low drop rate.

    SE can't make it worse.
    (0)

  6. #76
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Alhanelem View Post
    We seek patterns in randomness because
    1) Not as many things are truly random as we think, and computers are technically incapable of being truly random
    2) It is more difficult to prove that something IS random than it is to prove that something isn't.

    Of course, a day's worth of voidwatch runs by one group is far, far from an adequate sample from which to derive any kind of reasonable conclusion.
    For one this is based on the combined experience of ever poster on BG and Alla and this forum combined. We know their less then 1%, no need to attempt to shove sunshine up our arses.

    And RNG's can be made random, measuring the electric potential between two interconnects inside a CPU down to the sixth decimal place is considered random. Typically RNG's have their seeds salted with entropy accumulated inside an entropy buffer, /dev/random on a Unix OS. For all intents and purposes it's considered random as it is fundamentally unpredictable. The act of trying to read the entropy buffer or the quantum charge would result it in changing and thus be useless for deterministic predictions.
    (1)

  7. #77
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    67 likes, which is about as much as an update from the devs...

    Shouldn't that get some fucking attention?
    (1)

  8. #78
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,116
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    SE can't make it worse.
    Just watch them.
    (2)

  9. #79
    Player Insaniac's Avatar
    Join Date
    Mar 2011
    Posts
    1,003
    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    Are they going to lower our .3% drop rates to .15%!?!?!? OOOHHHHH NOOOOOOOOO!!!!!!
    (1)
    ↓ Trolling sapling ↓

  10. #80
    Player Tagrineth's Avatar
    Join Date
    Apr 2011
    Posts
    252
    Character
    Tagrineth
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Quote Originally Posted by saevel View Post
    Umm you do realize that they ALREADY HAVE A NERFED DROP RATE. Nerfed as in less then 1%. When you defeat a NM you get 18 treasure pools generated, meaning if you see an item once per six runs, then your talking 1/108. If you get a rare item once per 9 runs, then your talking 1/162.

    What we have now is the absolute worst of both worlds, random loot distribution combined with ridiculously low drop rate.

    SE can't make it worse.
    They said they plan to boost drop rates.
    (0)

Page 8 of 20 FirstFirst ... 6 7 8 9 10 18 ... LastLast