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  1. #10
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    The main mistake in calculating your % is that the server use ONE RNG for ALL players. If it says 99% it means not only for you, it means the "next" roll. That means you actually will never have the 99% because there will always be some others who finish the same craft/dungeon/loot before you! That results in seeing from your perspective many more odds than it should have! SE does not have any net to catch odd bias. The next mistake is that SE uses an algorithm for high numbers (you remember, one RNG for all players) but you are just a single player from that high number. As example you are number 254 from a total number of 123.456.789 rolls made at same time! Statistically when counting all rolls, RNG is working fine, but for YOU it will result in seeing more odd bias.

    There isnt an easy way to fix that because we need a high number RNG, you cant have "one little server" for each player! Thats why most games use a program code that works as filter (or net) to catch odd bias results.

    Edit: In add we have a Server/Client problem, if you give the client more "power" it will result in cheating. You need to balance and ask if players who cheat will mess up the overall game or not? (Example: RNG is not only for crafting/loot, its for damage calculations or any other mechanic too. So, does it hurt more when players cheat best gear or when they cheat to auto kill boss? You need to find balance and ask yourself what is actually more gamebreaking)
    (0)
    Last edited by Yukiko; 02-12-2017 at 05:32 PM.