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  1. #1
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Aeyis View Post
    Last I checked I was a western player.
    Also, aren't these western players you are talking about running the same 2 dungeons for months now?




    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 we have these days is a horrid system because average no longer applies to it. You could kill a mob a thousand times and nver approach the average on its common drops. That is why people complain about RNG.
    2 months isn't 7 years.

    And you have absolutely no idea what RNG is do you? Because "random drop" IS RNG.

    RANDOM NUMBER GENERATOR.


    For example of RNG:

    http://www.d20srd.org/srd/treasure.htm

    Your monster treasure is determined by die rolls. Roll the dice. If the number is a-b, they get this, c-d, they get this, etc.

    Same rule is applied to other stuff as well. Your generator for that "random" drop is similar to "roll 100, if you get a 1-7, the item drops, if not, it doesn't."

    And no, that doesn't mean you'll get it in X number of kills. You can, in theory, NEVER SEE IT, EVER.

    And you think that's a great system. Riiiiight.

    Edit: Still waiting for Aeyis to give us proof that it works the way they say it does.

    It's a set percentage per kill. That's it. You roll a certain number on that die, you get the item. There is no "averages", there is no "you'll eventually get it because the system is set up that way", but there *is* "it could never ever drop for you, ever, in 10 years."
    (4)
    Last edited by Nadirah; 09-17-2015 at 05:12 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 Nadirah View Post

    And you think that's a great system. Riiiiight.
    Do you even read?

    Quote Originally Posted by Nadirah View Post
    I'm not talking DnD ruleset tho. Sorry, did that kill your argument? Obviously anything based on dice isnt going to have much of average in it.

    Now lets talk something actually related. Have you ever played an older mmo where the droprates were based on average? Because the ''random'' there wasnt that random anymore over time.


    I already said it in my above post, but I'll say it again, just for you:

    Random =/RNG. Random can also be used to describe RNG, but RNG cannot be used to describe all forms of random. Why?
    Well its basic logic really.

    Meta: Random.
    Sub: RNG.

    RNG is a very specific form of random. ''Old random'' was just assigning a possible yield from a preset list, and then refreshing that list after all values had been exhausting. As a result average would essentially always be met.
    ''RNG'' randomly generates a number inside a [range] of values. Average? Well if a drop chance is ''50%'' that probably means half the values in the [range] are equal to a yield, and the other half arent.
    Just in case it doesnt get ''too ridiculous'' there's always a safeguard such as ''cant get this many-out-of-that-many yields/no yields''.
    As we can all see from playing the game the safeguard(s) dont guard against extremes very well at all.


    Because if you aim to truly make something [random] something like getting a 1% drop 5 kills in a row, is quite possible.
    Which is why RNG (which means Random Number Generator) really sucks. Especially if you dont place the safeguards where players might actually hit average in their lifetime.
    (0)
    Last edited by Aeyis; 09-17-2015 at 04:58 AM.