Same. I think this is my biggest hype factor. I won't let the 50% chance of a bad door damper this for me! Have about 35 maps right now.
A mentor stole my house, slapped me across the face, and raised my ping from 15 to 30. Literally unplayable.
#GetSelliBack2016
It is sure that we can upgrade lore item to 240 with the new 24 raid ?
It seems that yoshida said that the savage stuff will always be better than the rest, im wrong?
people seem to whinge over just about anything these days honestly... 50% spawn rate isnt that bad could of been alot worse yet they still complain
The release of Void Ark in 3.1 came with a weekly reward that allowed a player to upgrade one piece of non-weapon Eso gear.
It's very likely that the new 24-player raid will come with a similar weekly reward to upgrade non-weapon Lore gear.
From what I remember, the "savage gear will always be better" comment was regarding Midas weapons, which will remain better than the Lore ones.
Last edited by Nezerius; 05-25-2016 at 08:30 AM.
People want fun content. There's nothing fun about RNG. Is that so hard to understand? RNG is simply the game saying "you lose". Why did you lose? Did you do something wrong? No, you lost because the game said so.
Let's say you were playing a game. Let's say Super Mario Bros. And every step you take, there's a 1% chance that Mario will spontaneously combust, making you start over from the beginning of the game.
Tell me. Does that game sound fun?
Lore i230 has been upgradable to i240 from the very beginning. The item to do so is just locked behind Savage at present. But like always the upgrade item needed will be available in the 24 Alliance raid as a weekly. The formula hasn't changed since Syrcus Tower was released. (Myth was the same ilvl as BCoB from the start so there was never an upgrade item needed when LotA was released)
That's not the whole game in XIV, though... just what happens in a piece of bonus content in which you're virtually guaranteed at least some kind of reward, just not ALL the rewards.Let's say you were playing a game. Let's say Super Mario Bros. And every step you take, there's a 1% chance that Mario will spontaneously combust, making you start over from the beginning of the game.
You're really taking things to the extreme with a comparison like that, it's difficult to take seriously. Therefore, I'll come up with two similar extreme ways of changing the Aquapolis.People want fun content. There's nothing fun about RNG. Is that so hard to understand? RNG is simply the game saying "you lose". Why did you lose? Did you do something wrong? No, you lost because the game said so.
Let's say you were playing a game. Let's say Super Mario Bros. And every step you take, there's a 1% chance that Mario will spontaneously combust, making you start over from the beginning of the game.
Tell me. Does that game sound fun?
Idea #1
You'll still have a 50% chance to spawn a portal, when clearing a dragonskin map. However, there'll be no RNG to reach any further rooms. Each time you unlock the Aquapolis, you'll be able to get to the 7th room.
But here's the catch, each room only rewards 100*# gil (# = room number), with the last one rewarding 1,000 gil. The chests in room #1-6 drop a few common HW materials, with a 1% chance to drop something rare. The 7th room will have a 2% of dropping something rare. You'll have a small chance to receive something rare + 3,100 for each party member. But the RNG didn't stop you from progressing to the end.
Idea #2
The 50% chance to spawn a portal remains, the rewards remain the same as the ones that were announced (7th room giving various grade V materia, and 100,000 gil to every party member). The RNG is adjusted in the sense that you won't get kicked out if you pick the wrong door. Here's the catch to this idea, picking the wrong door places you into a savage-tier version of the next room, so difficult that it's very unlikely for your party to progress past that room. Essentially, you did get screwed over by RNG, but it didn't stop you from progressing entirely.
Then why are you playing this game? RPGs are mostly RNG incarnate.People want fun content. There's nothing fun about RNG. Is that so hard to understand? RNG is simply the game saying "you lose". Why did you lose? Did you do something wrong? No, you lost because the game said so.
Let's say you were playing a game. Let's say Super Mario Bros. And every step you take, there's a 1% chance that Mario will spontaneously combust, making you start over from the beginning of the game.
Tell me. Does that game sound fun?
SE confirmed they are using a PRNG and not turning it into a TRNG because of server issues (makes it faster if you skip those checks).
We can say the algorithm is implemented right, but used incorrectly!
In common history when games were made for players, developers never relied solely on RNG alone, there was a backup system (example: The more you fail, the higher luck next time). Most games implemented something like "Luck" in their character stats. The higher your luck, the better your chances on loot or well... doors! You can easily check that system in the old MUDs or D&D games.
1) Enemy declares Attack
2) Luck roll to check if you avoid the attack
3) will roll to check your skills (sometimes passive skills)
4) attack roll
5) defence roll
6) damage calculation
you have 1 attack roll and 3 backup systems to help against the RNG.
Furthermore, skills influence the rolls, lets say if you wear a helm you are save when you roll 1, 2, 3 but if you wear an armour you are save with a 1, 2, 3, 4, 5, 6, 7... you backup RNG with something to negate bad odds because bias from algorithm is very bad when used with MANY users - if you generate a software dice, its fine because you dont roll for so many players - but here we have one RNG for ALL rolls... If you calculate % then you are right when you count in only one player with many rolls for him alone because then it becomes even, but here in ffxiv we dont have "one" player rolling the dice... because its an algorithm you will hit odds more frequently! Between 2 rolls (lets say you do twice /random in chatwindow within 1 second delay) the RNG on server already did hundreds of rolls because you are not the only player that needs a number from him! The Problem here is the "algorithm" and all PRNG have a pattern. Without the backup net you will see a lot odds happening -> crafting because of too many players using the same RNG
The reason Square Enix doesnt program a backup net is because its easier for them and cheaper...
^
Fits to my text too![]()
Last edited by Yukiko; 05-25-2016 at 09:41 AM.
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