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Why is the RNG -ALWAYS- stacked against the player?Follow

#27 Mar 21 2014 at 2:29 AM Rating: Good
That percentage success rate you are seeing is before your gear stats are applied.

So your 90% is 90% of not-very-likely.

Better gear will give you 90% of probably, which is still less than 90% but closer. Make sense?
#28 Mar 21 2014 at 8:33 AM Rating: Excellent
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Lyrailis wrote:


If the numbers actually worked like the game claimed they would, I should have HQ'd one of these stupid things by now.


Open up excel and type into one of the cells

=RAND()

Keep pressing enter and record the results.

Randomness is a funny thing.





Edited, Mar 21st 2014 9:34am by Valkayree
#29 Mar 21 2014 at 7:27 PM Rating: Good
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Valkayree wrote:
Lyrailis wrote:


If the numbers actually worked like the game claimed they would, I should have HQ'd one of these stupid things by now.


Open up excel and type into one of the cells

=RAND()

Keep pressing enter and record the results.

Randomness is a funny thing.





Edited, Mar 21st 2014 9:34am by Valkayree


I played D&D back in the day and I still have a d100. I could roll it 100 times and tell you how many times I get back-to-back 1-20 or 80-100 if you want.

Funny thing about Computer RNGs is that sometimes they don't work very well, depends on how well they were coded. And, as someone mentioned above, apparently there _are_ hidden variables the UI does not tell you and 70% is not really 70%, its 70% before gear/level/god knows what else modifiers. Assuming what they said above is true.

Anyways, I did eventually get a good streak of *weird* RNG, which is making me wonder about the seeds SE is using in FFXIV: Doing Elm Lumber.

15% chance for HQ.

3 in a row, then the next tree, 2 in a row.

Then tree after that, 4 failures in a row (92% chance to succeed).

I'm thinking they have bad seeds, like they did in Warframe.

https://forums.warframe.com/index.php?/topic/128402-rng-algorithm-bugschanges/

This thread was posted on Warframe Forums and it details the fact that sometimes RNG is horribly coded and sometimes can be buggy. In Warframe sometimes you'd get duplicate items several times in a row, and then the next time you do a mission, you'd get another item several times in a row, etc. The thread explains why.

I'm wondering if something similar isn't happening in FFXIV after what I've seen.

I mean come on.... 4x 8% in a row right after 3x 15% and then 2x 15% back to back? Something definitely looks wonky.


Edited, Mar 21st 2014 9:29pm by Lyrailis
#30 Mar 21 2014 at 8:33 PM Rating: Decent
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I agree with Lyrailis,there is most definitely something off on the listed percentages for crafting and melding. I'm working on my sixth craft right now and while I don't have the records to prove it, I have plenty of anecdotal evidence. My most recent absurdity was failing eight times in a row to meld a 45% chance meld, with only 3 success in 17 tries.. I was trying to meld a set of HQ crafting accessories and due to the ridiculous failure rate I had to stop because I had bought out the MB's supply of the materia I needed.
#31 Mar 21 2014 at 8:40 PM Rating: Good
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Lyrailis wrote:
I played D&D back in the day and I still have a d100. I could roll it 100 times and tell you how many times I get back-to-back 1-20 or 80-100 if you want.
You'll get the numbers on the equator of the die more often than the poles due to the design flaw in a zocchihedron.
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#32 Mar 21 2014 at 11:20 PM Rating: Decent
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lolgaxe wrote:
Lyrailis wrote:
I played D&D back in the day and I still have a d100. I could roll it 100 times and tell you how many times I get back-to-back 1-20 or 80-100 if you want.
You'll get the numbers on the equator of the die more often than the poles due to the design flaw in a zocchihedron.


OK, how about 5d20 instead of 1d100? Obviously you can't do 1-5, but you could note how many times you see 80-100.

Or heck, just 1d20 looking for results of 1-2 or 19-20.

Edited, Mar 22nd 2014 1:21am by Lyrailis
#33 Mar 22 2014 at 12:25 AM Rating: Decent
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the problem is, you can never make a truly random system. the hit or miss is simply a calculation based on the clock time, and probably other things. doing 6 crafts to 50 and all 3 gathering classes to 50, your going to scratch your head going WTF a lot.

I've had times where with a 93% chance to hit a node while gathering, I miss 5 times. Not just once, but multiple times. If you calculated the probability on that, I should never see that happen...especially not multiple times within the span of an hour. I've also had times where I had some very good luck. With a 15% chance to get a HQ item out of the node I've gotten perfect 5/5 HQ items without using any skills. It feels like it's rarer to see that then misses, but that's probably because I get pissed off when I miss a ridiculous amount of times.

Without knowing how their random number generator calculates numbers I couldn't tell you how fair it really is. All I can say is to keep at it. When crafting gear up using HQ gear and use control boosting food. with HQ materials (assuming you can gather your own stuff) making HQ items is very easy. IF your not using HQ materials, its much harder.

Edited, Mar 22nd 2014 2:25am by Keysofgaruda
#34 Mar 22 2014 at 2:59 AM Rating: Good
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I will say this: I would NOT be surprised if their random number generator was erroneous after the T1 chest debacle. I have a feeling that was only called to their attention since the playerbase observed that something was off when it came to DRG loot.
#35 Mar 22 2014 at 8:43 AM Rating: Excellent
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Keysofgaruda wrote:
the problem is, you can never make a truly random system. the hit or miss is simply a calculation based on the clock time, and probably other things. doing 6 crafts to 50 and all 3 gathering classes to 50, your going to scratch your head going WTF a lot.

I've had times where with a 93% chance to hit a node while gathering, I miss 5 times. Not just once, but multiple times. If you calculated the probability on that, I should never see that happen...especially not multiple times within the span of an hour. I've also had times where I had some very good luck. With a 15% chance to get a HQ item out of the node I've gotten perfect 5/5 HQ items without using any skills. It feels like it's rarer to see that then misses, but that's probably because I get pissed off when I miss a ridiculous amount of times.

Without knowing how their random number generator calculates numbers I couldn't tell you how fair it really is. All I can say is to keep at it. When crafting gear up using HQ gear and use control boosting food. with HQ materials (assuming you can gather your own stuff) making HQ items is very easy. IF your not using HQ materials, its much harder.

Edited, Mar 22nd 2014 2:25am by Keysofgaruda


Yeah, I'm going to keep at it.

I'm not going to quit the game or anything drastic, it is just when I originally started this thread, I hadn't seen such a weird string of RNG. Now that I've seen several strings of RNG and I highly suspect the code to be flawed (similar to the Warframe thread I linked a few posts ago), I can at least expect weird strings of "WTF?" and at least now that I know that once you get more crafts leveled you can use enough abilities to damn near guarantee HQs, well..

It isn't so bad, I just wish they'd fix the RNG. Hopefully they do if enough players point out the weirdness.
#36 Mar 22 2014 at 9:45 AM Rating: Good
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Lyrailis wrote:
Yeah, I'm going to keep at it.

I'm not going to quit the game or anything drastic, it is just when I originally started this thread, I hadn't seen such a weird string of RNG. Now that I've seen several strings of RNG and I highly suspect the code to be flawed (similar to the Warframe thread I linked a few posts ago), I can at least expect weird strings of "WTF?" and at least now that I know that once you get more crafts leveled you can use enough abilities to damn near guarantee HQs, well..

It isn't so bad, I just wish they'd fix the RNG. Hopefully they do if enough players point out the weirdness.


that's just it though, they can't fix it.

what your thinking random is, isn't what a computer is capable of doing. A computer can NOT produce truly random numbers. like I said, what is "random", is simply a calculated number. meaning theoretically, despite their RNG, I can hit a node 100% of the time, with a 1% chance to hit if I do it at the right time. But that's easier said than done.

in FF12 someone figured out a way to guarantee that every single time they went into the necrohol of nabudis to get a zodiac spear, they would ALWAYS get one. It had a 1/1000 (0.1%) drop rate yet someone managed to fool the RNG into giving them a spear 100% of the time.

Everyone in the thread is correct about "random" in real life, but not when it comes to computer random. they aren't the same thing. You're going to get impossible good and bad luck streaks. But like others have said the best way to get around that is to use the cross class crafting skills
#37 Mar 22 2014 at 9:51 AM Rating: Default
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I agree, the RNG in this game is ****** up something fierce, but random is random. SE's math is kind of odd because no matter how random something is, if you have a 97% success rate to strike a node for example, you should never miss 4-5 times in a row.

Ever.

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#38 Mar 22 2014 at 2:08 PM Rating: Good
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Quote:

that's just it though, they can't fix it.

what your thinking random is, isn't what a computer is capable of doing. A computer can NOT produce truly random numbers. like I said, what is "random", is simply a calculated number. meaning theoretically, despite their RNG, I can hit a node 100% of the time, with a 1% chance to hit if I do it at the right time. But that's easier said than done.


Did you click the Warframe link above?

They were able to fix it in that game. Being a player of Warframe, I can say with confidence that their "new" RNG Algorithm (or, rather, the fixed version) is indeed far, far more random than the old one bugged version was.

If you have a bad seed algorithm, fixing it is just a matter of seeing what is wrong with the algorithm and why it is spitting out strings of similar numbers (for example, if you roll a d100 10 times it shouldn't be consistently doing something like:

8 8 7 59 35 8 7 8 63 7 8

For example.

If you keep seeing the same few numbers popping up consistently, your seed is very horribly coded. Any quality random number generator should give you a pretty wide spread of numbers, and getting duplicate numbers or numbers within 5 several times in a row just doesn't normally happen if it is coded properly.

Theonehio wrote:
I agree, the RNG in this game is @#%^ed up something fierce, but random is random. SE's math is kind of odd because no matter how random something is, if you have a 97% success rate to strike a node for example, you should never miss 4-5 times in a row.

Ever.



It is always theoretically possible, but the odds aren't too far off from winning some of the "easier" lotteries IRL, such as the 3-digit daily number.

Edited, Mar 22nd 2014 4:09pm by Lyrailis
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