I mean intelligent drops based on broad game context: what you have, what you need, what you crave, your progression, your other characters, your stats, your skills, etc.
I mean something based on deep psychology: behavioral, cognitive, etc. I would not like that at all. The builds and item affixes should have enough depth, that there isnt an easy answer to which affixes someone might want. Get rid of nearly all class based affixes, get rid of universally good affixes, and let the RNG rule supreme. As a fail-safe for extremely bad luck. Like, if you havent seen a legendary drop for many hours, the game might throw one at you.
I believe Diablo 3 did have this mechanism from the start, though I cant imagine it would ever get a chance to kick in these days if it still exists. Would be silly if you could stand afk in a town for 5 hours, leave, kill 1 enemy and get a guaranteed legendary. Then it reset the streak.
Obviously achieving a success beforehand reset the streak. You could do like every legendary drop is a primal if one has not been achieved yet or whatever. I really hated having the best gear to drop after 48 hrs of playing being a wand with the STR while running as a DH.
Str, dex, int is an atrocity of A-RPG stat design. BaronScarpia Diabloii. On the other hand, some theories are so disturbing and match with my results so badly that I can actually believe on them - or maybe the theorist know a thing or two about mod making, game coding and made a theory that looks good who knows I think this simulation was possible on D2 after a bunch of hours not millions of thousands, but enough to get meaningful results.
If the sample size is large enough millions of players doing thousands of rolls , some stability would show up, making builds possible.
Some people are calling it bo-ring anyway TheExorcist Diabloii. Yeah i dont believe in the conspiracies, but i have had similar anecdotal results. I have also noticed the pub game theory where one player gets most of the leg drops, having been on both sides of that.
Doobs Guest. RNG stands for random number generator. A common number generator uses a computers system clock coupled with an algorithm, this can run into milliseconds. In Diablos case there are multiple algorithms working on top of each other which could lead to odd results. DavidTheSlayer Guest. Light Guest. It has nothing to do wth RNG. Better gear leads to getting even more better gear faster. Simply by the games design. Whenever I got two of more legs during one acts bounties, running Rifts afterwards provided about 3 to 5 legs each three Rifts.
And getting one or no legs during the bountyrun, Rifts afterwards never provided more than two legs for 5 Rifts. For Light or any other, selfproclaimed detective: This is purely speculation, as in weighing possibilities. It says nothing about how the Deathnote works Koencrazy Diabloii. There are many other words I could use but you get the point. So is Random random or is it random? Same as everything else in the universe.
We are not discussing perfect or imperfect. So, after the worst start to a season since they started on consoles PS4 in my case , and generally horrid luck with regards to RNG on an ongoing basis since I installed the game 4 years ago, I have questions…that probably only Blizzard can answer…. Whilst this thread is partly a vent thread, I am really curious as to exactly how the RNG seed is created for the PS4 version of the game.
At least I have near perma uptime on vengeance now, and this helps toughness, dmg and hatred management. Nemesis bracers dropped at p helps with DB farming and speeds up rifts. Focus and restraint dropped just shy of p too both from the same RG lol. Please excuse my cynicism and paranoia about RNG… I find it amusing that the main weapons for 2 DH builds have not dropped…co-incidence? I think not….
Last season btw, it took 22k blood shards before I got a HPS quiver from kadala…22k…and the HPS quiver as rare as hell for the entire season with less than 10 dropping in the entire s18…I prolly had 20 of each and every other quiver for eveyr single HPS quiver that I got lol…. But, I digress. This is the worst run of RNG I have had regarding start of season and getting key items such as main weapons….
All items have different drop rates, just look at how often you get blackthornes. The D3 devs really screwed up when they introduced tiered drop rates to loot table sections imho. I ended up getting a yangs drop at p Focus and restraint dropped the GR after yangs…I had karleis drop between p and p I had to LOL had, I ended up getting 4 more dawns drop 2 from the same RG lol between p and p…how 4 and 1 of them ancient can drop in 50 paragons, and none in paragons is beyond me…that tells me the RNG distribution in this game is broken.
And, badly broken. I managed to get the final set pieces for m6 and n6 too between p and p last night, so was able to run the GR45 challenges with them for the LBs. Same with the no set conquest GR45 - with yangs and dawn, it was doable. A very frustrating start to the season. Blizzard, are you listening or do I have to call you on my mobile phone?
I typically find dawn, yangs, tp ammy, compass rose and karleis very hard to get every season. I guess it would be nice to have a nice start to the season where stuff drops! HPS quiver - no drops yet from mobs. I find it rather amusing that I had every other bow at least 4 times before a yang dropped….
From my experience, pretty much every new patch introducing new items comes with drop rate adjustments.
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