Yeah, I think the real problem lies in that many people rush the newest content so the older content gets ignored except by people with a large group of friends already established. However, that means newer players end up being left behind. I think they should adjust the RNG based on participation.
For example: If you did 100% of the Fate by yourself, then you should have a higher chance of getting the item than if you say got only a bronze. And you should have a lower chance if all you did was a drive-by scathe or something.
As for me, I've given up. I have a skill called "worst luck possible."
On the one item I'm looking for, I roll a need roll... 1. The other healer, despite there being a once per week limit, also rolled. And won with a 2. Same match, both healers in our party kept getting frozen over and over, leaving the party with no healers.
An earthquake hits and so I'm disconnected from FF14. Right around the same time, the PSN network went down because of the attacks. I ended up being locked out of FF14 for essentially the entire day-my free day.
In another game, with a 1% chance of failure, I managed to fail over 1000 times in a row. Like, closer to 10000 times in a row. I still think a GM was messing with me...
And so on.
Then you have my partner who was absurdly lucky. With a less than 1% chance of success, always succeeded. Never had any real worries of their own. Goes into a dungeon once and gets the super rare drop that they were in the dungeon for. Goes to farm a monster for a super rare item with a 0.00000125% drop rate (That was the listed drop rate). Gets it at LEAST 90 times in a row and completely murdered the market for the item by giving the item away.
So that is why I don't like RNG. There is so little information on RNG without looking into the actual code that you can't really accurately use the LaPlace's Demon Theory to figure out the result. And if I rely on luck, I will always get the worst result possible.


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