
Originally Posted by
SeedsOfChange
I understand randomness just fine, that's the thing, by definition ALL pseudorandom number generators are flawed, most in games are critically flawed. It's been tested.
Confirmation bias works both ways. The trick is to count, not "feel" how you are doing.
It's easier to check with gathering nodes, you get an actual % and you just count how many you get.
2 times I was collecting HQ stuff from trees or bushes, with ~25% chance for HQ, by the I got 10, I had 150 of the NQ. Both times.
I don't know what the drop rate for stuff off "sheep" is, but 6-7 runs through the little flock outside town has yielded exactly zero drop of any kind.
...Okay, just looked on a site that says Ornery Karakul is supposed to drop 40% for fleece and a leather at a lower rate.
I know fanbois hate criticism, of any kind, of their fixation, but I assumed most grownups understood that game RNG is always bad, sometimes worse than others. WoW and EQ were literally famous for it.
It isn't random, the more "streakyness" a pseudorandom algorithm, the worse it feels to those getting bad rolls.
People actually study this kind of thing, write papers on it. I don't think any particular game has been mentioned, but I haven't read that stuff in a few years.
I was not really looking for an in depth discussion of probability, I was just bitter about yet another bar to progressing crafting by making me harvest from an extremely small population of critters that never drop anything. Possibly getting a tip on how to proceed, since killing doesn't seem to work... may have to look into using a retainer for that.