Divinity: Original Sin 2

Divinity: Original Sin 2

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Avoxni Sep 25, 2019 @ 7:45pm
I'm reloading a boss a fight and it keeps dropping the same exact loot (spoilers)
I've been reloading the source titan because he keeps dropping a divine crossbow but no one in my squad can use it, I've porb done this more than a hundred times now , and it's always the same result, legendary boots divine crossbow legendary belt, necro book(bone cage, and yes its also always bone cage), giant frost rune. Isn't the loot randomized????
Last edited by Avoxni; Sep 25, 2019 @ 7:46pm
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Stabbey Sep 25, 2019 @ 8:41pm 
The loot system is only semi-randomized for the reason of discouraging exactly what you're doing. I think maybe the combat also works in a similar way (or it did at one point anyway) to prevent players from save-scumming to say, get 100% critical hits.

I'm not really sure how it works exactly, but the RNG seed should change if you open a brand new container to Seed2. But if you didn't like that drop and reloaded to before opening that container, you would need to open two new containers, taking you to Seed 3. I think.
Avoxni Sep 25, 2019 @ 11:15pm 
Originally posted by Stabbey:
The loot system is only semi-randomized for the reason of discouraging exactly what you're doing. I think maybe the combat also works in a similar way (or it did at one point anyway) to prevent players from save-scumming to say, get 100% critical hits.

I'm not really sure how it works exactly, but the RNG seed should change if you open a brand new container to Seed2. But if you didn't like that drop and reloaded to before opening that container, you would need to open two new containers, taking you to Seed 3. I think.
Could you explain this seed stuff?
Stabbey Sep 26, 2019 @ 6:15am 
Originally posted by Grutte:
Could you explain this seed stuff?

The specifics of how it works in the game? Not any better than I just did, and even that I'm not sure. It's quite complex and I'm not privy to the secret.

Random number generators in games typically don't pick each number one at a time. Instead they get "seeded" with a number which is used to generate a big long list of numbers, and the game code goes through that list. This is helpful because it lets the code smooth the generated lists out a bit so you don't see say 45 daggers, 28 crossbows, and only one 2H Sword.

***

Actually, I think I'm remembering a little more. The opening containers thing, I remember now that was about shopping at merchants.

A merchant's inventory refreshes after an hour of playing without looking at it. So if you don't like their selection, let the game run for an hour doing nothing, save, then look at their inventory. If you don't like what you see, though, you can still change it by loading your old save, opening a never-opened container, and that will change what the merchants have by advancing the seed.

But that one-container-opened version of the merchant's inventory will still be the same even if you reload your before-talking-to-merchant save and opening a container.

To get the merchant's inventory to change again, you'll need to reload your before-talking-to-merchant save and opening TWO never-opened containers. Because there are only a finite number of containers in the game, this can't be done indefinitely.
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Date Posted: Sep 25, 2019 @ 7:45pm
Posts: 3