noamineo wrote on Dec 12
th, 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)