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  1. #1
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Quote Originally Posted by Lexxuk View Post
    Tiggy, the time and cpu clock etc. are all known and constant variables, let's go with the system clock, the seed is 9am on the 1st June 2014, you can (if you know the seed date) know what the 1,000,000,000th number is, it isn't random, it has an end result which can be known, there is a 0% chance that you *know* if a coin is going to be heads or tails next toss, it's true random.
    Despite the fact those were just examples I'll go down the rabbit hole real fast. The time is a known variable yes, but it's only valid for a millisecond. Not enough time to do anything about it. You don't know the range they clamp the results from, you don't know if they random a few times before picking the final number, or any other such techniques to improve variability. Just knowing the seed isn't as powerful as you think and even then the seed is so fleeting it won't matter between individual lots. For all intents and purposes it is still random enough for uses in games like this. You will never be able to use knowledge of the temporary seed and predict your outcome.

    It seems to me you just want to argue random number generation theory though as opposed to how it practically effects the game.
    (2)

  2. #2
    Player
    Yoohre_WildRiver's Avatar
    Join Date
    Apr 2011
    Posts
    758
    Character
    Yoohree Reborn
    World
    Zalera
    Main Class
    Culinarian Lv 70
    Quote Originally Posted by Tiggy View Post
    Despite the fact those were just examples I'll go down the rabbit hole real fast. The time is a known variable yes, but it's only valid for a millisecond. Not enough time to do anything about it. You don't know the range they clamp the results from, you don't know if they random a few times before picking the final number, or any other such techniques to improve variability..
    this, i dont think FFXIV programmers would go with something as simple as just the clock to generate the seed. i was talking about this with a member of my FC. i would use more than just one variable to generate the seed i would nest arrays of words to be chosen by random and mix that with the date and then generate the seed maybe use the characters position on the map X Y Z, the eorzea clock server clock client side clock. the more the better.

    everytime i hear a FC member tell another FC member doing atma to do th jap method atma farming i laugh a little.. this method is so full of comfirmation bias i tell them to just use my method instead.. the yoohree method is easy.. be patient, accept the reality of pRNG and embrace it with a cold six pack... because even if you dont get the atma at least you had some good beers!
    (1)
    HeavensWard theme song lyrics:

    - "We can [Stance]dance if we want to
    We can leave your friends behind
    Cause your friends don't [Stance]dance
    And if they don't [Stance]dance
    Well they're no friends of mine"

  3. #3
    Player
    Zirael_Foxfire's Avatar
    Join Date
    Mar 2011
    Posts
    235
    Character
    Zireael Stargaze
    World
    Ragnarok
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Camate View Post
    Ever experience a time crafting when you are at 90% and still manage to blow it up? Three times in a row?

    I know I’ve experienced some unlucky situations like this and thought to myself “Oh c’mon! No way!” all the while thinking the RNG gods hate me. If you’ve ever had times when you thought the same and questioned whether there something wrong, you are in for an interesting read.

    Grab a drink and snack, because it’s time for a mega-knowledge bomb from Hiroshi Minagawa.
    So all those DRG belts dropping in T1 was algoritms working as intended and we should never doubt developer's coding. Thank god!
    (5)

  4. #4
    Player
    BreathlessTao's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,357
    Character
    Shuu Naranol
    World
    Omega
    Main Class
    Summoner Lv 100
    I'll just leave this here... (how is it still not in the thread xD)

    (3)

  5. #5
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Quote Originally Posted by BreathlessTao View Post
    I'll just leave this here... (how is it still not in the thread xD)

    It's funny yes but in computer programming we can be sure. We can pick a range, say 1 to 1000 and generate millions of random numbers in just a few seconds. We can then look at the distribution of those numbers across the range and see if it is even or not. In computer programming we are most certainly sure.
    (0)

  6. #6
    Player
    MiriyaGarisk's Avatar
    Join Date
    Nov 2013
    Posts
    7
    Character
    Miriya Garisk
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    In 1.0 SE had a system to dampen the range on primal weapons and conceded that if you did Garuda X number of times you earned your prize and not this well to bad so sad crap it is just RNG they keep shoving down our throats since 2.0 began. I don't expect anything to be easy or given to me, but if I can beat T9 10 times I kind of expect to be given my due and not go 40 times and into the next patch without my drop.
    (3)

  7. #7
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I'd love to see the random number generator take in account losses against probability of success, at least then you could look ever hopeful.
    (2)

  8. #8
    Player
    Rubeus_Carcer's Avatar
    Join Date
    Jun 2014
    Location
    Ul'dah
    Posts
    41
    Character
    Rubeus Carcer
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    The only thing I'll say about this is the HQ% on crafting is most certainly not linear. If I jump on CUL to make buttons in a blanket with 347 craftsmanship and 330 control and use basic touch, I'll accrue X quality per usage and my % increase jumps from say 3 to 15. But subsequent uses of the same ability (and quality) increase that % chance in "chunks," which I've never liked. If other systems in the game do something similar, it's a small wonder people are skeptical of the RNG gods. How do you go from 3% HQ to 15 and then to 45 on the SAME number? You don't, because that wouldn't make sense. In a way, the system does absolutely favor failing you.
    (0)

  9. #9
    Player
    Rktsci's Avatar
    Join Date
    Dec 2013
    Posts
    6
    Character
    Silmol Jasatar
    World
    Balmung
    Main Class
    White Mage Lv 60

    HQ Non-linearity has Nothing to do With RNG

    Quote Originally Posted by Rubeus_Carcer View Post
    The only thing I'll say about this is the HQ% on crafting is most certainly not linear. If I jump on CUL to make buttons in a blanket with 347 craftsmanship and 330 control and use basic touch, I'll accrue X quality per usage and my % increase jumps from say 3 to 15. But subsequent uses of the same ability (and quality) increase that % chance in "chunks," which I've never liked. If other systems in the game do something similar, it's a small wonder people are skeptical of the RNG gods. How do you go from 3% HQ to 15 and then to 45 on the SAME number? You don't, because that wouldn't make sense. In a way, the system does absolutely favor failing you.
    The crafting quality system is non-linear. That has nothing to do with the random number generator. It's set up to reward multiple quality increase attempts and hence building up CP on your character and understanding how cross-job skills can interact to allow more quality increase attempts.
    (4)

  10. #10
    Player kidvideo's Avatar
    Join Date
    Sep 2013
    Posts
    803
    Character
    Ember Rage
    World
    Coeurl
    Main Class
    Arcanist Lv 80
    I still blame atma.
    (4)

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