I'm wondering
" GGG adjusts drops all the time, even with patchless updates. I know how probability works, but what I am implying is that everyone has different inherent odds based on a number of factors. That is how most arpgs are programmed anyway. Like Diablo 2's map generation was based on a random string on character creation. Not that that means much for poe since we can't analyze it as hard. Although to be perfectly and completely honest, diablo 2 is much much much simpler and the change can have its rng totally decoded and people can manipulate it in very very funny ways. People have figured this out largely due to the fact that single player seeds don't change and they can tinker with it. the fundamental principle is that all games aren't perfectly random and are adjustable by their developers. What I believe is that game designers make systems that affect RNG in a large number of ways and they can adjust it on the fly if need be (usually in the players favor). Not that they are micromanaging it. It is what they literally pay people to make and design and maintain. They don't just launch a league and not support it. They announce some chances in patch notes, but many are undocumented and do not need to be. However that being true, some people would like to know if a certain mechanic is hot or cold relatively, or just what the base odds are for seeing certain interactions like the Trialmaster or a harvest boss. |
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" Sure sure, but can GGG OFFICIALLY Confirm your theory? No? hmmmm... |
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" Oh dude, you so out of the game industry. Have you hear about game sessions that should be design in a repetitive way for a certain periods to hold person to play for more time. There is freaking Institution of ("How to force customer to do what we need by designing a game sesion"). So outdated dude, or at least very far from game industries... Last edited by Emperor_home on Apr 21, 2024, 6:05:37 AM
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" Yes. General discussion gaming forums are almost always a cesspit of ignorance and trolls.
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my god....its no wonder society is going to hell in a hand-basket, and collective intelligence of newer generations is declining.
I will NOT argue any further with tinfoil hats based in a completely alternate reality. I simply will not. 1) GGG does not adjust drop rates regularly, through shadow patches, through sneaky means, partway through a league, etc. They have the capability to do so, but 100%, a THOUSAND %, do not do it. There is no benefit to them doing this, there is no monetary incentive to spend on people doing this, nothing. It. does. not. happen. People claiming to understand probability, and still make claims against this....do NOT understand probability! 2) They don't need to outright say they don't do it, for it to be true. Much like the news doesn't have to tell you "The sky will NOT be falling on you today", or "Today, gravity will continue to keep hold of you". Again, there is no benefit to them to lend credence to completely baffling and nutty conspiracy theories such as micromanaged drop rates. They don't need to "prove" probability for it to remain true. They don't need to "prove" every strong of bad or good luck and how it fits in the grand scheme of set rates. 3) I cannot say this strongly enough: There is no such thing as an RNG "seed". The sheer idea of something like this existing is a complete denial of mathematics, probability, randomness, and percentages. THEY DO NOT NEED SEEDS! RNG alone creates a seed-like effect. No developer alive is going to create an entirely separate list of drop rates, or multiple sets, that get randomly chosen based on ANOTHER totally arbitrary system. There is absolutely no need for that. I'll repeat: people who claim to understand probability and then offer this ridiculous idea...do NOT understand probability! End of story. Other's lack of sense and critical thinking is not grounds for GGG to "prove" they are doing any of this. Last edited by jsuslak313 on Apr 21, 2024, 2:11:11 PM
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" I was being sarcastic.. |
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"That is simply not true. There was a bug six years ago or so that resulted in specific characters being unable to drop prime resonators or spawn certain delve bosses. This happened and was openly communicated once the problem was identified and fixed. There is no true rng in software and using prng seeds is a valid approach. I do however agree with everything else you said, assuming GGG deliberately uses this to "screw portions of the playerbase over" is absurd. | |
" Damn, guess I will buy some garlic | |
" https://www.britannica.com/technology/computer/The-first-computer RNG been dead since 1822. I poop, therefore I am. Last edited by JunkHeadJoePC on Apr 21, 2024, 2:46:00 PM
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" I was there for this and you are mildly wrong about the outcome. It was not a "seed", but rather a procedural issue with how Delve laid out content that became visible. The nodes that you hadn't reached yet, but were visible on your map were pre-loaded along with chests. The "bug" was an interaction with the mine layout and an unintended erasure of chest contents. The "seed" talk was all conspiracy theory circulating en masse by those missing out. Much like it does today...When in fact this was a simple delve bug. They tied the chest loot to the wrong procedure generation. This has actually happened with chests quite a few times in PoE history (and in Diablo history too actually...). I would also point out that this was very audibly FIXED by GGG quite quickly, actually giving more evidence that there is NO RNG seed. Of course it is not "true" rng...insofar as saying that it is "true random". It is a proportional response, created with a SET proportional value. A random number generator is NEVER going to be "true random" because you always need to assign the parameters to a finite number for the machine to do its thing. You can't tell a machine to "choose a number between -inf and +inf"...it will hang. Last edited by jsuslak313 on Apr 21, 2024, 3:25:48 PM
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