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  1. #1
    Player
    Ibi's Avatar
    Join Date
    Jan 2014
    Posts
    472
    Character
    Ibi Risasi
    World
    Hyperion
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Aeyis View Post
    Also, aren't these western players you are talking about running the same 2 dungeons for months now?
    Are you really trying to suggest that 3 months is the same as several years?

    Quote Originally Posted by Aeyis View Post
    Do you know why drop % worked years ago? Because they werent RNG dependant, they were random drops. Random back then actually followed a set average, so you would approach the average (and actual drop chance) if you killed said mob often enough.
    ...what?

    How do you think random numbers and averages work? And what do you think the R in RNG stands for?
    (6)
    Last edited by Ibi; 09-17-2015 at 04:52 AM.

  2. #2
    Player
    Aeyis's Avatar
    Join Date
    May 2011
    Posts
    1,378
    Character
    Elinchayilani N'jala
    World
    Zodiark
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Ibi View Post
    Are you really trying to suggest that 3 months is the same as several years?
    2 Dungeons for 3 months. Compared to several dozen dungeon or duties for several years. I think the comparison is a decent one.

    Quote Originally Posted by Ibi View Post
    ...what?

    How do you think think random numbers and averages work? And what do you think the R in RNG stands for?
    You still don't understand it? RNG and random are words used to describe different things. Random (the old way used to calculated mmos) decided drops based on an average number specific for that item. If an item had a 50% drop chance then it would on average drop once every 2 kills. The SD on items would be very small, getting higher as the items drop chance decreases, but still only growing to be somewhat small.

    RNG, or random number generator doesnt calculate based on an average. It simply assigns a random item. There's still a [range] safeguard in place, but it has a huge range to it. Unlike its predecessor [random] it's usually not possible to get close to average results.
    With RNG an item that has a 50% drop rate might give one player 20 out of 100 kills, and another player 80 out of 100 kills.


    But I'm not surprised. Even several years ago many people seem to be clueless about the fact that RNG is a different beast then random/average. Apparently these days people use RNG to describe anything random related, huh.


    Random Number Generator

    Hint: the reason it's a different thing is because of the second and third words. Because it generates numbers rather then assigning them from a preset list..
    (0)
    Last edited by Aeyis; 09-17-2015 at 04:43 AM.

  3. #3
    Player
    Ibi's Avatar
    Join Date
    Jan 2014
    Posts
    472
    Character
    Ibi Risasi
    World
    Hyperion
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Aeyis View Post
    RNG and random are words used to describe different things. Random (the old way used to calculated mmos) decided drops based on an average number specific for that item.
    Quote Originally Posted by Aeyis View Post
    The SD on items would be very small, getting higher as the items drop chance decreases, but still only growing to be somewhat small.
    Let me see if I have this correct.

    You're suggesting that loot in FFXI was determined SE setting an average drop rate (in the case of Leaping/Bounding Boots, likely 6.5% or 7%) and rather than a completely random number being generated (which, as the bolding indicates, would be RNG), the loot system calculator generated a number (presumably based around the current actual drop rate over some range) in such a way as to ensure that the actual drop rate doesn't stray too far from the average over large samples?

    Edit: Okay, I see how you're saying you think it works.

    Leaping Lizzy has 100 (or 1,000) possible straws you can draw when you kill her. 7 (or 70) are red straws, and if you pull a red straw, you get the boots. 93 (or 930) are plain straws, and if you pull a plain straw, you don't get the boots. Every time a straw is pulled, it stays removed from the pool until all the straws are pulled. Once all 100 (or 1000) have been pulled, they all go back in and it starts again.

    Do you have any evidence at all that FFXI worked this way, or is this speculation on your part?

    More to the point, did it work this way for a particular person (people going 0/200+ on things like Thief Knife would suggest no), a particular zone (11 straight months of not seeing particular drops from certain Dynamis zones would suggest no) or for a particular mob?

    Was the pool of straws 100? 1,000? 10,000? 1,000,000?
    (8)
    Last edited by Ibi; 09-17-2015 at 05:19 AM.