About rarity outcomes. 0.4c

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R3cKiTT#5326 написал:
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tzaeru#0912 написал:

[..]

If it's serious.. Why would GGG do that?


Cause it cant be RNG if a pattern is noticed, and i notice these patterns. When i was pulling, i could estimate the distance and timing before another black shroud so timings was important, having a poison build it can be easy enough to get health low and when in open area bam,, hit him before another shroud.


Yea, it's very obvious that monster mechanics are not fully random.

For the patterns - humans are pattern recognition machines and are very strongly wired for it. But that also means we see patterns in things that don't really have a pattern.

Things described in this thread, for example, don't represent a statistically significant deviance from the null hypothesis. That is, if you assume that the drop RNG is as GGG has described without any hidden manipulation, everything said in this thread can be expected.

But my actual question really was why would GGG do hidden manipulation of drops?

To me it's really difficult to see how it didn't have a massive risk of backfiring once discovered (and given how nerdy PoE1&2 playerbases are, it will be discovered sooner or later) and I can't really see how the game was more enjoyable to play with these sort of mechanics. Like I really fail to see a point.

Like I can see that there could be individual bugs here and there, like some rarity node not actually working correctly, or there being like a rounding error somewhere that means that rarity from 80 to 90 is a smaller increase than from 90 to 100, or that because rarity doesn't increase item quantity, you end up in specific rarity threshold points getting more drops with higher total rarity but lower total value. But I can't really see a reason why they would somehow manipulate these things per-player.
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R3cKiTT#5326 написал:


Cause it cant be RNG if a pattern is noticed, and i notice these patterns.


lmao

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