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Also if you check every where on the internet everyone is complaining about drop rates being false or unfair… Something fishy is clearly up with these drop rates.
With 20 tries @20% odds your odds are almost 99% to get it at least once.
For 6% you need 75 tries for 99% odds.
I did read it. It was a pleasant experience
What is the RNG cycle; is it calculated for a static amount of runs ? or time ? or amount of runs in given time period ?
Is it calculated per Player / Character / Team / Server-wide / Global-wide ?
...also, could be mix of any of those with additional variables.
There's a saying in BDO Community - 'The odds are always 50/50, either it goes or it fails'.
Yea, that's it.
With that logic why the hell would someone like you believe a spreadsheet over what it says in game. LMAO get out of here.
great minds , sir , great minds....
The longer the periods between updates, the more time the Average has to skew out of control; the larger the sample size, the larger the difference.
But I'm getting the sneaking suspicion they've tethered player RNG to each other using their patented Dynamic RNG, which is going to royally screw probability sideways no matter how they implement it.
Each person that gets the item, reduces the chance it will drop for other people.
Because this implementation of Dynamic RNG ties your RNG together.
That is so messed up...
And they can show you any "spreadsheet" they like :S ... are you stupid or your brain is not working too well pal ?
From what you've described, it just a minor RNG streak protection applied universally in order to ensure that the drop result maintains at the set percentage. If there's a universally lucky streak happening, the game will compensate to ensure that the drop record does not exceed 20%. If there is a universally unlucky streak, the game will compensate to ensure the drop record does not fall below 20%. What the system does not do is make a 20% drop rate into a 10% drop rate, but still record as a 20% drop rate. What the system does not do, is give someone a 40% drop rate and someone else a 0% drop rate. All it does, is reduce the likelihood of massive streaks from occurring, but not on the individual level.
It's just scaremongering on top of scaremongering.
I'm not trying to scaremonger, I'm trying to figure out the ramifications of Dynamic RNG.
If an item drops for you, it WILL futz with the RNG for everyone to ensure the Average is maintained.
My wording was mostly on the assumption that others would be getting drops rolled at the same time as you, since it takes time to run a mission and interfere with your own luck.
10,000 runs for a 20% item, the Dynamic RNG will ensure 2,000 items drop. It does NOT ensure those 2,000 items are evenly distributed across the playerbase.
What this essentially means, is for every 20% item you possess, the Dynamic RNG is going to ensure it does not drop 4 times. RNG is being manipulated in this scenario.
That means the next time you run that mission, Dynamic RNG might've screwed with the RNG so the drop rate is in fact NOT 20% -for everyone, but definitely NOT 20%.
It is 20% for the playerbase, not the individual.
I have a slight problem with that.
Why can't one's RNG be held by one's own merit, and not because the previous ten missions run by the playerbase got lucky?
RNG is ALREADY a pain. The lack of a Bad Luck Protection system ALREADY makes this exhausting.
Knowing that other people's luck could be actually influencing your luck, just makes this so much worse.
I have no idea if Dynamic RNG is actually implemented this way, but it could explain some things, and Nexon does have the patent for it.
That is what I was trying to say.
IF it is being used, that is kind of messed up.
Eventually you will play enough to figure out gold becomes a bottleneck(because it's not just used in upgrading mods, it's used for upgrading guns).