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  1. #1
    Player
    Cobayn's Avatar
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    Oct 2013
    Location
    Ul'dah
    Posts
    40
    Character
    Dan'ta Yeule
    World
    Coeurl
    Main Class
    Pugilist Lv 50
    Nice one OP!


    Quote Originally Posted by Shioban View Post
    And depending on how the RNG is set-up, it (can) theoretically be set up to weight more in one direction than the other, we just don't know how they've set it up.
    (It'd be safe to assume it's set up fairly)
    "All RNGs are equal, but some are more equal than others". ; )
    (0)

  2. #2
    Player
    Lafier's Avatar
    Join Date
    Apr 2012
    Posts
    124
    Character
    Lafier Relana
    World
    Sargatanas
    Main Class
    Arcanist Lv 80
    The numbers I used was assuming worst case, were you have an 85% chance to hit the node, then a 15% chance to HQ your hit.
    (0)

  3. #3
    Player
    TheRac25's Avatar
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    Apr 2011
    Posts
    415
    Character
    Krell Ynjynor
    World
    Excalibur
    Main Class
    Fisher Lv 50
    alot of software rngs tend to stick around extreme values
    you sound like a first year journalism major that took 000 introduction to computer science
    (1)

  4. #4
    Player
    carlos777uk's Avatar
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    Aug 2013
    Posts
    35
    Character
    Carlos Jackal
    World
    Phoenix
    Main Class
    Pugilist Lv 50
    Except when crafting, I hit a 10% chance failure 3 times in a row (that's 1:1000 chance) two days on the trot. Added, I crafted 46 items before getting a HQ when the HQ chance was always better than 6% and up to 15%.

    World's unluckiest gamer? Doubt it. Spout all you want about stats when the engine works mathematically correctly. This game does not work correctly.
    (1)

  5. #5
    Player
    Sasagawa's Avatar
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    Mar 2011
    Posts
    272
    Character
    Seriy Anaplian
    World
    Moogle
    Main Class
    Marauder Lv 50
    This was a really informative post.

    Next is implicit functions for implying the boundary between a number that is random and one that is part of a group or cluster

    thanks for the brain food !
    (0)

  6. #6
    Player
    Quesse's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    1,176
    Character
    Quesse Mithril
    World
    Sargatanas
    Main Class
    Miner Lv 70
    Quote Originally Posted by Nenin View Post
    Lots of information with no actual data to back it up
    Ok so you've explained why a perfectly working RNG works perfectly.

    What you haven't done is shown that SE's RNG works perfectly.
    (5)

  7. #7
    Player
    Alberel's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    1,852
    Character
    Alberel Lindurst
    World
    Phoenix
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Quesse View Post
    Ok so you've explained why a perfectly working RNG works perfectly.

    What you haven't done is shown that SE's RNG works perfectly.
    This.

    OP if you want to prove a point actually do some tests in game and publish your numbers.

    Most of us that have an issue with the RNG at present agree that the overall odds (with a big enough sample) match what the game tells us, but to get there it seems to roll long strings of good and bad luck more often than is believable (I say believable because software RNG is inherently flawed and only creates the illusion of being random).

    The odds of getting 5 failures in a row on a 70% touch action are 0.00243, which is 0.243%. Now I probably craft a few dozen items in an evening and I see that string of bad luck multiple times in one evening, multiple evenings in a row. With those odds that simply shouldn't be happening.
    (4)

  8. #8
    Player
    CianaIezuborn's Avatar
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    Sep 2013
    Posts
    192
    Character
    Ciana Iezuborn
    World
    Cactuar
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Quesse View Post
    Ok so you've explained why a perfectly working RNG works perfectly.

    What you haven't done is shown that SE's RNG works perfectly.
    It's a reasonable assumption to believe that a psuedoRNG runs properly in this day and age. A first(or second if the curriculum sucks) year computer science student can put one together with the .NET framework with very little work (the framework includes a Random class). The efforts required to create unit tests to verify it's functionality are slightly above trivial for most software professionals that participate in unit testing (which we all should!). Edit: On second thought it would be non trivial to test as you could never test all seeds, but I'm pretty confident you could develop a seed spread that would be sufficient.

    Due to that reasonable assumption, it's on you to prove that there are flaws in the psuedoRNG and to identify what those flaws are. Everything I've heard from people can be explained by a lack of understanding of probability and failure/success bias.

    Quote Originally Posted by Alberel View Post
    Most of us that have an issue with the RNG at present agree that the overall odds (with a big enough sample) match what the game tells us, but to get there it seems to roll long strings of good and bad luck more often than is believable (I say believable because software RNG is inherently flawed and only creates the illusion of being random).
    Runs of failure/success should happen quite often in large repetitions of data, it's less statistically likely for them not to happen. I don't know of any human that can observe runs of good/bad luck over a sufficiently large sample and make a gut call on whether there were to many or to little runs off the memory of that data. It requires intense calculation to make such a call, what you feel will always be subject to negative or positive bias.

    How is software RNG inherently flawed? It's not random, but it is sufficiently removed from it's seed to more accurately model randomness than any thing a single human can physically provide.

    Throwing a die is not a random act, however it is influenced by so many physical variables as to be indistinguishable from random to the normal human consciousness. This is the same principal that software driven psuedoRNG works off of.
    (2)
    Last edited by CianaIezuborn; 11-08-2013 at 01:01 AM.

  9. #9
    Player
    Kat_Manx's Avatar
    Join Date
    Aug 2013
    Posts
    600
    Character
    Kat Fuzzington
    World
    Goblin
    Main Class
    Archer Lv 73
    Quote Originally Posted by Quesse View Post
    Ok so you've explained why a perfectly working RNG works perfectly.

    What you haven't done is shown that SE's RNG works perfectly.
    So this. Not a single person here believes that a proper RNG doesn't work properly, just that the FFXIV RNG is broken or rigged.
    (2)
    Last edited by Kat_Manx; 11-07-2013 at 11:17 PM.

  10. #10
    Player
    Nenin's Avatar
    Join Date
    Aug 2013
    Posts
    211
    Character
    Nenin Poponsand
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Quesse View Post
    Ok so you've explained why a perfectly working RNG works perfectly.

    What you haven't done is shown that SE's RNG works perfectly.
    Quote Originally Posted by Alberel View Post
    This.

    OP if you want to prove a point actually do some tests in game and publish your numbers.

    Most of us that have an issue with the RNG at present agree that the overall odds (with a big enough sample) match what the game tells us, but to get there it seems to roll long strings of good and bad luck more often than is believable (I say believable because software RNG is inherently flawed and only creates the illusion of being random).

    The odds of getting 5 failures in a row on a 70% touch action are 0.00243, which is 0.243%. Now I probably craft a few dozen items in an evening and I see that string of bad luck multiple times in one evening, multiple evenings in a row. With those odds that simply shouldn't be happening.
    Quote Originally Posted by Kat_Manx View Post
    So this. Not a single person here believes that a proper RNG doesn't work properly, just that the FFXIV RNG is broken or rigged.
    Well what exactly would you be satisfied with? I'll gladly start recording all my meld/gather/crafting attempts and bump this with the results in a month if people want to see that. Until then everyone is just flinging around anecdotal evidence.

    Most people underestimate how frequently RNGs are used in games like this. It's not only invoked when you swing a pickaxe or attempt a meld. It's also the backbone of all combat interactions.

    Every time a mob swings at a tank it gets called half a dozen times at least. First it rolls to see if the swing is a miss entirely. Then it rolls again to see if the tank dodges it. Then it rolls to see if the tank parries it. Then it rolls to see if the tank blocks it. Let's say none of these happen and the swing goes through. It still has to roll again to see if the hit is a crit. Then it rolls yet again to determine the actual damage dealt within some range.

    If the RNG created a patently nonuniform distribution every aspect of this game would be wonky.



    I've got some real life stuff to attend to now but later tonight I can probably spend an hour or so spamming hasty touch with no steady hand, with steady hand I, and with steady hand II. I'll do the same for a few other abilities. Maybe I'll even record a bunch of gathering attempts. Since I know you won't take me at my word I'll screenshot the chat logs for posterity.
    (0)

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