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noamineo
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More fun with item drop rates
Dec 11th, 2021 at 3:29pm
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According to the devs, if a chest pull has a named item it then rolls on a table for the items that chest can drop with all of them being weighted equally.

In the number of chest pulls it took me to find a Legendary Gloves of the Tinkerer I picked up 10x Legendary Salt-Pearl Rings and 8x Legendary Skull of the Sea, and thats not counting about 5 more of each I rolled away.

But yes, I totally believe the RNG is working correctly  Roll Eyes
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: More fun with item drop rates
Reply #1 - Dec 12th, 2021 at 1:20pm
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noamineo wrote on Dec 11th, 2021 at 3:29pm:
According to the devs, if a chest pull has a named item it then rolls on a table for the items that chest can drop with all of them being weighted equally.

In the number of chest pulls it took me to find a Legendary Gloves of the Tinkerer I picked up 10x Legendary Salt-Pearl Rings and 8x Legendary Skull of the Sea, and thats not counting about 5 more of each I rolled away.

But yes, I totally believe the RNG is working correctly  Roll Eyes


I'm thinking the equal chance is overall not on an individual basis. I've had the opposite experience. Probably pull 5 or 6 Legendary Gloves of the Tinkerer but only a single Salt-Pear Ring and no skull of the sea. Definitely seems clumped results rather than an even distribution.
  

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Re: More fun with item drop rates
Reply #2 - Dec 12th, 2021 at 1:36pm
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Dr_tank2vich wrote on Dec 12th, 2021 at 1:20pm:
I'm thinking the equal chance is overall not on an individual basis. I've had the opposite experience. Probably pull 5 or 6 Legendary Gloves of the Tinkerer but only a single Salt-Pear Ring and no skull of the sea. Definitely seems clumped results rather than an even distribution.


This underscores the ongoing theory that its different for different people. I suspect when SSG looks at the drop rates and says "Everything is fine" they are either lying or looking at the global rates. Server-wide I'm sure it averages out, but individual players don't give two shits what the global drop rate is, all we care about is having to do 500 chest pulls to get a family recruit sigil.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: More fun with item drop rates
Reply #3 - Dec 12th, 2021 at 10:47pm
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The above supports my theory that I've had for a decade.

Upon character creation, there is a "luck number" applied to the toon.  Whenever a roll for treeasure or saves is made, this number is applied.  It explains why some people have all the luck in the world and why some people never get anything nice.

For instance, my main on Cannith has horribad dice rolls on chests.  Hardly ever get what I need/want.  But if you need an extra chest puller because you need something I have awesome luck getting what you need the first pull. I was doing into the mists because a guy wanted the belt a while back; he had run it until ransack and was giving it one more shot with a new party.  Nothing.  I pulled the belt 1st try.  I didn't need the belt because it clashed with my sorc gear.
  
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Re: More fun with item drop rates
Reply #4 - Dec 13th, 2021 at 4:26am
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Ohhh... the yearly tinfoil-hat-club meeting is taking place here? 🤔 😁 😂 🤣 🤣
  
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Re: More fun with item drop rates
Reply #5 - Dec 13th, 2021 at 5:21am
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Fucking idiots.  This is the usual "random isn't discussion"

flip a coin 100 times, record results.  count total number of heads/tails, look to see where 4 or more consecuitive heads/tails results happen. 
Repeat.  Lots of times.  what was the longest number of heads/tails in a row?

Clumping IS random.  Not clumping is evidence of a tampered random.

What players want is a non-clumping (tampered) random because it favours those who do repeat a lot

It's much easier to use your system supplied random function than to do something else, what do you think programmers will do when asked for a random number?
  

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Re: More fun with item drop rates
Reply #6 - Dec 13th, 2021 at 6:30am
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we need a new Rodrak...

The numbers are in the DAT files.
  

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Re: More fun with item drop rates
Reply #7 - Dec 13th, 2021 at 12:29pm
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higgildypiggildy wrote on Dec 13th, 2021 at 5:21am:
Clumping IS random.


Clumping is random. Constant clumps are not.

If you flipped a coin 100 times and it came up heads for the first 50 and then tails for the second 50, and then that pattern repeated for 1000 more flips, you would not call that random.

Yes, pulling the same item 8 times in a row should happen every now and then. Pulling the same item 8 times in a row every time you go to gather a data set is an anomaly.


Notanarc wrote on Dec 12th, 2021 at 10:47pm:
The above supports my theory that I've had for a decade.

Upon character creation, there is a "luck number" applied to the toon.  Whenever a roll for treeasure or saves is made, this number is applied.  It explains why some people have all the luck in the world and why some people never get anything nice.

For instance, my main on Cannith has horribad dice rolls on chests.  Hardly ever get what I need/want.  But if you need an extra chest puller because you need something I have awesome luck getting what you need the first pull. I was doing into the mists because a guy wanted the belt a while back; he had run it until ransack and was giving it one more shot with a new party.  Nothing.  I pulled the belt 1st try.  I didn't need the belt because it clashed with my sorc gear. 


I suspect its a lot more complicated than that. After all, the game has know way to "know" you don't need the Vistitani fighter sash.

AC has something called the Wi Flag that made certain characters pull aggro far more frequently than others. It was much more complicated than a single number on a table somewhere, and the biggest challenge to fixing it was simply making the devs believe that it was a problem that existed.


Flav wrote on Dec 13th, 2021 at 6:30am:
we need a new Rodrak...

The numbers are in the DAT files.


We know from various dev posts that the game is filled with ridiculous kludges and some truly horrifying work-arounds. One recent example: there was a thread on heart seeds and wanting to make sure we would still get them at 30(instead of only dropping in the 1 or 2 lvl 31 quests soon to arrive).

Lyn came right out and said that the game is not capable of actually "looking" at your level and concluding you are lvl 30 and thsu get heart seeds(EG a simple "if -> then -> else" statement like we would expect), but instead has to do some ridiculous math to work it out.

My guess is whatever function covers chest rolls is similarly ridiculous.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: More fun with item drop rates
Reply #8 - Dec 17th, 2021 at 1:59pm
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noamineo wrote on Dec 12th, 2021 at 1:36pm:
This underscores the ongoing theory that its different for different people. I suspect when SSG looks at the drop rates and says "Everything is fine" they are either lying or looking at the global rates. Server-wide I'm sure it averages out, but individual players don't give two shits what the global drop rate is, all we care about is having to do 500 chest pulls to get a family recruit sigil.


This is silly.  There's no way SSG has records of drop rates for items because the logging required to generate that would swamp their court reporter like system.  If they knew drop rates, or even what they sold, in any real fashion, tracing the duped goodie would have been hella trivial (and we all know they haven't remotely done that).

It helps to remember that don't really have a loot "table".  They have a series of nested tables (probably even more than two layers deep) that would look like a spiderweb of relationships for which none of them are mathematical geniuses.  There's no way these devs can look at an item and tell you it's "drop rate" without doing more math than they are capable of because any change in allocation of a range that applies to a table would shift drop rates across entire groups of items.  They also likely have no idea how their pRNG works (since their RNG is going to be pseudo).  Until the code leaks, we'll never know if they have a seed algorithm, if they used a built in function, or they had some genius who wrote his own broken one in assembler.

When global drop rates are accurate, and consistent, it's pretty easy to tell thru brute force.  For example, Dark Souls series drop rates are well known, even the ones at 1-2%.  It's a simple enough system I've effectively brute forced anything collectible in all 3 games that occurs through drop rates. 

I'll leave you with this,

Quote:
The NSA and Intel’s Hardware Random Number Generator

To make things easier for developers and help generate secure random numbers, Intel chips include a hardware-based random number generator known as RdRand. This chip uses an entropy source on the processor and provides random numbers to software when the software requests them.

The problem here is that the random number generator is essentially a black box and we don’t know what’s going on inside it. If RdRand contained an NSA backdoor, the government would be able to break encryption keys that were generated with only data supplied by that random number generator.

This is a serious concern. In December 2013, FreeBSD’s developers removed support for using RdRand directly as a source of randomness, saying they couldn’t trust it.


If you trust the "system" black box because, know you, it's the system, then you shouldn't be allowed near a dev environment.  Black boxes like pRNGs should be heavily tested (we call it "black box testing") to ensure behavioral accuracy.  SSG is a tiny outfit of stunted humans that produces exceptionally buggy software.  The odds their pRNG is bugged are around 50/50, the odds their pRNG and/or loot table nesting is bugged is 90/10. 

In fact, we know their loot tabling is bugged because they've had to "correct" issues in it before where the effective rate was not their intended rate (which means they don't know math on their own system).  Now, if your system is incapable of looking at any given chest and communicating the rate on every potential drop, you don't have a system, you are guessing.

SSG - ymmv (your math may vary)
  
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Re: More fun with item drop rates
Reply #9 - Dec 18th, 2021 at 12:24pm
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Notanarc wrote on Dec 12th, 2021 at 10:47pm:
Upon character creation, there is a "luck number" applied to the toon.  Whenever a roll for treeasure or saves is made, this number is applied.  It explains why some people have all the luck in the world and why some people never get anything nice.

For instance, my main on Cannith has horribad dice rolls on chests.  Hardly ever get what I need/want.



Notanarc wrote on Dec 12th, 2021 at 10:47pm:
But if you need an extra chest puller because you need something I have awesome luck getting what you need the first pull.


You realise the second part of your post is evidence against the first part right?

I don't buy into the account luck value theory. We've all had runs of terrible luck, hell I know I have had to ransack chests 10+ times to get a standard drop rate named item various times. I have 6 accounts with 2 or more level 30 characters on all of them just so I can multibox and reasonably expect to get an item I want in a single farming session.

If accounts really had a demonstrable hidden luck value I should have noticed by now. Yes, I believe one of them gets drops more often than the rest but still within the realms of what you'd expect from RNG.

I will say though I believe DDOs RNG is fucked as a whole. There is some janky seeding bullshit somewhere. I know human brains love seeing patterns everywhere but in DDO it happens all the time. Multiple 1s or failing a 95% chance scroll 8 times in a row. Or rolling below 5 a dozen times, then rolling in the 14-18 region a dozen times and so on. It happens more often than it should imo and it points to their implementation being flawed.
  
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Re: More fun with item drop rates
Reply #10 - Dec 18th, 2021 at 10:42pm
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i2049 wrote on Dec 18th, 2021 at 12:24pm:
I will say though I believe DDOs RNG is fucked as a whole. There is some janky seeding bullshit somewhere. I know human brains love seeing patterns everywhere but in DDO it happens all the time. Multiple 1s or failing a 95% chance scroll 8 times in a row. Or rolling below 5 a dozen times, then rolling in the 14-18 region a dozen times and so on. It happens more often than it should imo and it points to their implementation being flawed.


This is I think the most likely explanation. Yes RNG can do some crazy things but we definitely see too many "patches" of behavior in DDO and that's just not normal. Its like my coinflip analogy early - getting heads 50 times in a row and then tails 50 times in a row is statistically possible, but if it followed about that same pattern for 10,000 coin flips you'd say your quarter was broken.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: More fun with item drop rates
Reply #11 - Dec 19th, 2021 at 6:36am
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for fucks sake.

Do you think the random numbers are generated on your computer?

Yes = you could hack the server and get whatever results you wanted from it

No = the random results are generated for lots of people all the time.  You doing something 10 time in a row clicking on your computer asks the server for 10 results, but in the time it takes for that to happen the 100's of other people playing ALSO get random results.
  

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Re: More fun with item drop rates
Reply #12 - Dec 19th, 2021 at 10:57am
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He's saying they're playing with the RNG on the server side.

It's a different type of stupid.
  
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Re: More fun with item drop rates
Reply #13 - Dec 19th, 2021 at 1:30pm
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Linker wrote on Dec 19th, 2021 at 10:57am:
He's saying they're playing with the RNG on the server side.


No I'm saying the RNG is broken serverside. I never suggested they could be this stupid on purpose.

Linker wrote on Dec 19th, 2021 at 10:57am:
It's a different type of stupid.


The drop rate of stupid at the SSG offices is the only truly random thing in this game.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: More fun with item drop rates
Reply #14 - Dec 19th, 2021 at 4:28pm
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bob the builder wrote on Dec 19th, 2021 at 4:07pm:
we know this bolded part is not true as the Jibber's blade is defintiely not weighted equally.
Where is the quote from the devs that said every named drop in a chest has equal chance to fall?


Well I'm paraphrasing but I think it went something like:

Quote:
ROFLMAO!!! WE HAVE NO IDEA WHAT THE FUCK WE ARE DOING!!!!


I don't actually feel like tearing through the motherboards for the past 4 years trying to find the actual post. I found this on the DDO Wiki:

Quote:
The general numbers we’ve used for getting the Named Loot Table in the last few years’ worth of updates:

Normal/Epic Normal: 10%
Hard/Epic Hard: 16%
Elite/Epic Elite: 33%

Reaper boosts Elite’s numbers by 1% per skull, I believe.

The potions directly add to those numbers, so a 5% potion would push each of those up by 5.


That's from Steelstar god rest his soul. Basically, the game adds up all the percentages and decides whether or not you are pulling a named item. It then rolls on a table for named items. If a chest has, say, 3 named items it can drop(such as the salt marsh explorer chests), they are supposed to be weighted equally on that table.

If they were correctly weighted equally, than out of say 12 named item drops you should see each named item at least once. Yes, it is statistically possible for this not to happen. The problem is its happening with much greater regularity than the laws of probability allow.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: More fun with item drop rates
Reply #15 - Dec 19th, 2021 at 4:29pm
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Quote:
According to the devs, if a chest pull has a named item it then rolls on a table for the items that chest can drop with all of them being weighted equally.

In the number of chest pulls it took me to find a Legendary Gloves of the Tinkerer I picked up 10x Legendary Salt-Pearl Rings and 8x Legendary Skull of the Sea, and thats not counting about 5 more of each I rolled away.

But yes, I totally believe the RNG is working correctly  Roll Eyes


we know this bolded part is not true as the Jibber's blade is defintiely not weighted equally.
Where is the quote from the devs that said every named drop in a chest has equal chance to fall?
  
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Re: More fun with item drop rates
Reply #16 - Dec 19th, 2021 at 4:32pm
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bob the builder wrote on Dec 19th, 2021 at 4:29pm:
we know this bolded part is not true as the Jibber's blade is defintiely not weighted equally.
Where is the quote from the devs that said every named drop in a chest has equal chance to fall?


I guarantee they know which items are more sought after/valuable and set those to lower drop rate than others in the same chest

  
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Re: More fun with item drop rates
Reply #17 - Dec 19th, 2021 at 4:41pm
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bob the builder wrote on Dec 19th, 2021 at 4:32pm:
I guarantee they know which items are more sought after/valuable and set those to lower drop rate than others in the same chest



We know things like the jibbers blade are not on the same table as the named items that can come out of the same chest. Likewise in saltmarsh for example star fragments are not on the named item table, nor are minor artifacts(you can get a star frag, a minor artifact, and a named item all from the same chest).

For the sake of clarity let's talk about a specific quest: The Haunting of Saltmarsh. The four named items that can drop there are:

Amethyst Loupe
Smuggler's Cap
Duelist's Epee
Smuggler's Gear

Those are the specific items with the stated with the 10/16/33% drop chance on named items. Anything else that can drop out of that chest(star fragment, nebula fragment, minor artifacts, your mom, etc) are on a completely different unrelated mechanic. We do not have any clues as to the drop rates on everything else.

Now, what the devs have told us is, specifically related to the 4 named items that can drop out of that chest, there is supposed to be a 10/16/33% and all 4 items are weighted equally(meaning that in 20 drops each item should drop an average of 5 times). I am suggesting either by malfeasance or idiocy, that this is clearly incorrect.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: More fun with item drop rates
Reply #18 - Dec 19th, 2021 at 4:51pm
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noamineo wrote on Dec 19th, 2021 at 4:28pm:
That's from Steelstar god rest his soul. Basically, the game adds up all the percentages and decides whether or not you are pulling a named item. It then rolls on a table for named items. If a chest has, say, 3 named items it can drop(such as the salt marsh explorer chests), they are supposed to be weighted equally on that table.

If they were correctly weighted equally, than out of say 12 named item drops you should see each named item at least once. Yes, it is statistically possible for this not to happen. The problem is its happening with much greater regularity than the laws of probability allow.


I don't think anyone ever said each named items was weighted equally... that is you just assuming or trying to guess based on what was said.

Since you don't know 100% then all your previous assumptions and arguments about RNG being broken have no merit, since this seems to be the entire basis of your argument.

Not trying to be a dick.  Just pointing out that we do not know if they are weighted equally.  So I believe the chance of getting some named item is probably based on difficulty.  but then the 2nd roll to determine WHICH named you get is 100% weighted NOT EQUALLY and that is the intent of the devs to have some named items be less likely to drop than others.

but I have no proof of that either... but based on running for Jibbers and other prized named items that seems to be borne out by the anecdotal evidence we have
  
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Re: More fun with item drop rates
Reply #19 - Dec 19th, 2021 at 5:30pm
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bob the builder wrote on Dec 19th, 2021 at 4:51pm:
I don't think anyone ever said each named items was weighted equally... that is you just assuming or trying to guess based on what was said.


No it was stated verbatim by a dev. I just don't recall which one. it was either Steelstar or lynn. I'm not invested enough in convincing you of this to go and find the post but it was probably 2+ years ago.

bob the builder wrote on Dec 19th, 2021 at 4:51pm:
Since you don't know 100% then all your previous assumptions and arguments about RNG being broken have no merit, since this seems to be the entire basis of your argument.


I do know 100%. Again. Was stated by a dev. At this point if you don't believe me, go read the motherboards yourself.

bob the builder wrote on Dec 19th, 2021 at 4:51pm:
Not trying to be a dick.  Just pointing out that we do not know if they are weighted equally.  So I believe the chance of getting some named item is probably based on difficulty.  but then the 2nd roll to determine WHICH named you get is 100% weighted NOT EQUALLY and that is the intent of the devs to have some named items be less likely to drop than others.

but I have no proof of that either... but based on running for Jibbers and other prized named items that seems to be borne out by the anecdotal evidence we have


I tried to explain this in detail in my previous post. Jibbers is not on the same loot table as the Drowned Priest's Torch and Coffin Nail(this was also confirmed by a dev. Don't believe me? Go look for yourself).

So the 10/16/33% drop rates on "A Legend Revisited" is ONLY FOR the Drowned Priest's Torch and Coffin Nail. You cannot look at the drop rates for those and say its also the drop rate for jibbers. In fact, the Cursed Blade of Jack Jibbers is not technically a named item, it doesn't go in an equip-slot. Its actually a clicky.

In summary: yes we have proof. Yes we know how its supposed to work. But you're having trouble understanding it because you can't grasp the difference between named items and other stuff that can drop in chests.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: More fun with item drop rates
Reply #20 - Dec 19th, 2021 at 9:36pm
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bob the builder wrote on Dec 19th, 2021 at 4:51pm:
I don't think anyone ever said each named items was weighted equally... that is you just assuming or trying to guess based on what was said.


Kinda his thing Bob. Seriously, for the last year nearly half his post have been this silly shit. As you can see from his post above he also has this well-worn routine of claiming "he knows" this or that, or saw some such Dev say something he want's to claim... and always fails to back it up with the simplest citation or even a measly link.

Why does he post silly shit like this? He does it because he is constantly trying to post something that people around here that have a modicum of respect or status on the vault will engage with in hopes that he will eventually become accepted.

Ironically, his posts only accomplish the opposite... and regular readers are forced to wade through his banal, ignorant and boring shit posts anytime they want to find the good stuff by decent posters. 

« Last Edit: Dec 19th, 2021 at 9:37pm by Dragonborn »  

noamineo wrote on Dec 24th, 2021 at 12:04pm:
Sadly only scammers are "selling" boxes now. But if you do want to get scammed, I know a guy.


OSeanessy wrote on Dec 26th, 2021 at 6:03am:
Just for the record, I bought ten stones from Dragonborn a few days back. Fair and civil trade which went smoothly
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Re: More fun with item drop rates
Reply #21 - Dec 23rd, 2021 at 4:36pm
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noamineo wrote on Dec 19th, 2021 at 5:30pm:
No it was stated verbatim by a dev. I just don't recall which one. it was either Steelstar or lynn.


Lynn isn't a dev.   Lynn is a text editor who they let tinker with scripts.  Calling lynn a dev is an insult to people who actually do development.  If lynn says something about software, they are literally just playing the telephone game.

When I was at the same stage of my dev career that lynn is at, I was designing and writing full blown application systems with a team of senior developers.  In few more years, lynn will be at the place where I was designing and building knowledge-based systems with small teams in literally three months.

I will believe SSG's code does what they say it does when they prove they have someone over there who can actually read code, to say nothing of writing it.  I don't believe their implementation, like most others, is any good.

They also say their team is competent.  My experience with stacks and stacks of digital goodies say otherwise. Roll Eyes
  
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noamineo
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Re: More fun with item drop rates
Reply #22 - Dec 23rd, 2021 at 5:02pm
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iliveyourdream13 wrote on Dec 23rd, 2021 at 4:36pm:
Calling lynn a dev is an insult to people who actually do development. 


That makes it an insult to Steel so I'll stick with by my words.

My apologies to anyone else caught in the crossfire - insults are like hand grenades.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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bob the builder
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Re: More fun with item drop rates
Reply #23 - Dec 25th, 2021 at 9:42am
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noamineo wrote on Dec 19th, 2021 at 4:41pm:
We know things like the jibbers blade are not on the same table as the named items that can come out of the same chest. Likewise in saltmarsh for example star fragments are not on the named item table, nor are minor artifacts(you can get a star frag, a minor artifact, and a named item all from the same chest).

For the sake of clarity let's talk about a specific quest: The Haunting of Saltmarsh. The four named items that can drop there are:

Amethyst Loupe
Smuggler's Cap
Duelist's Epee
Smuggler's Gear

Those are the specific items with the stated with the 10/16/33% drop chance on named items. Anything else that can drop out of that chest(star fragment, nebula fragment, minor artifacts, your mom, etc) are on a completely different unrelated mechanic. We do not have any clues as to the drop rates on everything else.

Now, what the devs have told us is, specifically related to the 4 named items that can drop out of that chest, there is supposed to be a 10/16/33% and all 4 items are weighted equally(meaning that in 20 drops each item should drop an average of 5 times). I am suggesting either by malfeasance or idiocy, that this is clearly incorrect.



I still need to see the quote where they said all 4 items are equally weighted.   I think they left that vague on purpose.

I wouldn't be surprised nor would I call it malfeasance if they did this.

1. There is a roll to determine IF there is ANY named item.
2. Then if NamedItem = True, there is a second roll to determine which named item you get from a list of named items and those can be weighted however the devs deem they should.

So back to Jibber's, I understand it is a clicky.  But I don't think anyone has ever gotten a Jibber's and one of the other named items in the same chest.  That still holds true for my hypothesis.

The game is not designed to be FAIR in however each person deems what FAIR is.  It is designed (or at least they are trying to) to keep people clicking things and logging in each day.

if the good items were all obtained easily, then that defeats the "skinner box" they want you to keep you in.

  
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Dragonborn
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Re: More fun with item drop rates
Reply #24 - Dec 25th, 2021 at 10:49am
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bob the builder wrote on Dec 25th, 2021 at 9:42am:
I still need to see the quote where they said all 4 items are equally weighted.   I think they left that vague on purpose.



Don't hold your breath man, as a rule Nomoreo just makes this shit up and has yet to provide a quote or link LOL!
  

noamineo wrote on Dec 24th, 2021 at 12:04pm:
Sadly only scammers are "selling" boxes now. But if you do want to get scammed, I know a guy.


OSeanessy wrote on Dec 26th, 2021 at 6:03am:
Just for the record, I bought ten stones from Dragonborn a few days back. Fair and civil trade which went smoothly
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