


Nobody get an Atma in the first FATE everytime. Over time (8*12 Atmas) it evens out, give everyone the same average amount of tries



You fail to understand what i am trying to tell you:Yukiko, the entire basis of your argument is the same person will somehow perpetually land in the same place in an algorithm or their 'dot' will continually land in the same place becoming 'trapped' in some rng nightmare pattern. That is a faulty assumption. The odds of you landing in the same place wen their are 100s of thousands of players completing content at unpredictable intervals makes where your 'dot' lands a random factor in and of itself. Thus over time still resulting in random results. That basic assumption is where you are running off the rails.
Getting the same spot twice in a row, you keep telling me to try it again and again... does that help me to feel less betrayed? Getting the same spot 100 times again (must not be in a row when we use a simpler grafic like left, right and middle) and you keep telling me try it 1000 times, you wont feel the 100 any more... Its like i will die when a lightning bolt hits me, but dont worry, next time it will not hit me again...
Statistics evens out, true, but each DOT is a living beeing!
We are not talking about "statistics" true or false, we are talking about RNG and games where you are supposed to have fun! It is basic in programming to add a net for such things as RNG, mostly you take a PRNG add a net and you will get a TRNG... Depending how you programm the net you can be more or less direct as of increasing the odds with each failure! You even have choises between workarounds and failsafe systems! The only question we should ask is why SE refuse to add such things and rely solely on RNG alone!
One living beeing can not try 10 years with 10.000.000 tries just to get a better statistic... you have to consider total numbers and thats what i was trying to tell you all the time! Its not like oh, the RNG is odd, lets add 1000 jmore tries and it becomes even!
Furthermore you miss one important point: Its not like we just have "one" RNG and rolling once. Square Enix sucessfully let us roll once to be able to roll for the real thing... not even that on some content we have a third rolling to even let the 4th chest appear (1st appear or not, 2nd desired item or not, 3rd highest roll against all others - just a sidenote, the more players the more RNG rolls decreasing your chances - you can call it a indirect 4th roll)
Edit: Lets say you have 5000 players, one RNG:
Left is bad, middle is average and right is good
Result is 30 Players left, 50 players right and others in middle some more to left while some more to right...
You don not have "repeat" as you always try to say i am suggesting you - alone from that run the SYSTEM itself does have 30 players who are "dead" if we compare with the lightning bolt... it is the SYSTEM not the player you have to take into account... i know its a bit paradox because at end you doing all that for the player and against the system...
Last edited by Yukiko; 03-11-2015 at 07:22 AM.

My only question about RNG is what is worse. RNG for Relic farming, or Destinys Loot system? If you think its bad here, wait until someone unintentionally one up's RNG with even more RNG.
(my thought on RNG)
It is not just RNG for loot drops but pertains to almost everything that has RNG component in it - crafting and gathering for example.
The problem I see is that SE has devised a RNG system that has poor reflection of the probability given for small sample sizes. For example, if you had a 90% chance of a HQ, by average you should be able to craft 9 out of 10 times HQ items. But when you craft just two times, it is possible to fail a HQ 1 out of 2 times, which makes HQ chances at 50% and not 90%. The same goes for mining too - I can have a 95% probability of a successful mine but can fail 1/5 (20%, not 5%) times at a particular mining node. There should be a mechanism to make this highly improbable. In other words, narrow the deviation from the prescribed probability more.
What I am saying is that SQ should go look at their data for small sample sizes (e.g., small number of attempts). That is because most things people do are usually done in short burst attempts (most people have only such small level of patience). SE should not be thinking that the probability approximates after 1000 attempts or something - it should approximate closely for all number of attempts (from a few to several thousand).


Ok, let's look over this:
1 - Relic: massive amounts of RNG involved.
2 - Raiding: RNG involved.
3 - Triple Triad: RNG involved. (Random rule trololol)
4 - Chocobo Races + Breeding: massive amounts of RNG involved.
5 - A lot of Vanity items such as ponies: massive amounts of RNG involved.
6 - Master Crafting: RNG involved.
7 - Fishing: massive lolroflhahalmfao amounts of RNG involved.
What does not involve RNG in this game? Trash dungeons, trash crafting and botanist/miner.

this whole game is built around RNG, just like the koreans and their mmo's
lets hope they read this thread and make improvements/changes in 3.0 and onwards



Oh please they do this RNG because they know people will stay until they get the item. If people stay they get their money. They did say they are making changes to the loot system in Alexander but i can't remember if they said what the changes were.


RNG is not bad at all in this game. Example, I've been doing Indolent Imperial TT for Gaius card for two days over and over, have probably 75-100 other cards except that one from him so far. It sucks, but I've only been at it for two days. Back in XI there were NMs you would literally camp for two days straight for a single chance to claim and a terrible drop rate to boot. People need to understand that the grind and RNG in this game is very tame. Working on something for a few days is nothing.


Also, everything RNG is nothing you NEED. You can get a gaurenteed 130 weapon from T11 for example. Or gaurenteed 130 armor every week from poetics and CT ST WoD quest. Which you can beat everything in the game with. So its really just putting in extra work for something you just personally would like.




I'd agree with getting Option 2: A Weighted Random Number Generator System. A bunch of people brought this up a while ago, when Atma were first introduced (and the % was even lower than today). Specifically:
1. RNG Drop Rate + Increase Percentage(%) Chance for [Item] drop for Every Successful Clear (FATE, Dungeon, etc.), Until it Finally Drops.
For example, let's say the starting Drop Rate is 1% for an Atma. If you do a FATE and nothing drops, Square should add, say, +2% to your chance, so the NEXT FATE you do now has 3% (Base 1%+2%) chance. So at the most, you'd have to do 50 FATEs in the zone (+2% x 50 tries) to finally get your Atma Stone (if you had the worst luck).
This allows Yoshi P to keep that "Random Number Generator" / "Lottery" feel and grind (ugh), while providing a safety (and sanity) net for Players. So if you have bad luck, at least eventually you'll get the Atma to drop within a reasonable amount of time. The Actual Bonus Percentage per Win/Clear can be balanced to whatever feels fair (+2%, +5%, etc.).
This Hybrid approach is the best of both worlds. It's frustrating that Yoshi P and the Dev Team refuse to consider something like this; and just stick with a simple, archaic "Pure RNG Only" system (just keep banging your head against the wall, "rolling the dice" and hope one day it drops). It's awful.
Someone on Reddit posted that they ran Ultros 272 times(!!!) before they finally got their Triple Triad Card to drop. Seriously SE?!
This needs to change in 3.0.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote
(my thought on RNG)



