Have you ever noticed sometimes you seem to enter a pattern where you see more of a particular base item or common rune drop in a single game? I think that the drop chance for some items is increased if the item already dropped recently, similar to seeing the same card pop up while playing cards with a deck that isn’t being shuffled good enough. I believe this is the reason why the developers limited the drop of each unique to drop a maximum of only once per game.
Yes this is a known problem in computer science. But for all practical purposes pseudo-random numbers mostly work in a game like this.
Pretty sure there can drop several of the same unique each game. I believe it has happened to me several times, especially with set items. I had three tal masks drop at once from meph, and i have also seen a video of two ber runes dropping from the same run and area with just minutes apart.
same set items can drop multiple times. just not unqiuess
Pseudo random numbers work well enough, why do you need truly random number? Even setting the current microsecond as seed should work well enough to randomize stuff(I truly believe something like this is working in d2, as I found 3 tal helms within an hour)
Pareidolia. Pseudorandom number generation works well enough such that the ‘patterns’ you are seeing are imagined. You don’t know the seed or how often it’s reseeded.
*Impossible. *Well enough. The same unique can drop multiple times since LoD.
Yes, but I have been playing since launch, and saw 0 tal set items, and then dropped 3 helms in a row within the hour. 1 is random, 2 is coincidence, 3 is a pattern
Cool lil tid bit ~
There was an experiment done utilizing static from an audio interface, to try and generate truly random character variants.
I don’t really remember what the findings were, but the gov found it interesting nonetheless.
No, it cant. It is impossible.
truly random or not who cares, what matters is you cannot expect anything worthwhile to drop within any particular amount of runs. praying to the rng gods is probably the best thing you can do.
every single monster you kill in d2 is merely a scratcher. i used to buy a scratcher here and there during my 20s, never won anything significant, waste of money really. you can’t expect to win off those things and similarly you can’t expect any drops in d2, just grind away. it isn’t for everyone, there are plenty of other games where getting drops is pretty much guaranteed like d3.
While true, random number generation appears as random as authentic randomness to observers. Indistinguishable. However, it can be argued that randomness doesn’t actually exist.
i think i saw a vid from Llama regarding rackets. if he approached them from a certain angle with no monsters in it, he could predict what item would drop from it.
Yes of course, I have made a post about it. It’s a known legacy issue in Diablo 2. You will loot two of the same base type from nearby mobs.
The chances of that happening are so slim, I should also be looting high runes just as often or more often even.
I do not think it has anything to do with (pseudo)RNG, I think it is a bug/bad coding somewhere. Some overflow, some uninitialised variable on the stack, somethign stupid like that.
I think improbable is a better word the odds might be infinitesimal but its not impossible.
I wore a red shirt and it rained therefore red shirts cause rain.
I am sure that even though it is true, as most might already know, that computers only can generate pseudo random numbers. It is all based on how it is seeded that counts.
I also say that what I think happens is that this game cannot track everyone’s drops individually. So it tracks all items that drop. Meaning that if you are playing online it is the drops of everyone playing that counts. So if an item drops once out of 300 items. Now three hundred items have dropped and one of them is the one that you want. Trouble of it is since the 300 items are not all yours the chances of you getting it will be based on how the computer determines who gets the drop.
This means that you can see what would seem to be patterns but actually are not predictable patterns at all.
Below is a link that shows that computers cannot generate truly random numbers, enjoy.
Which is a moot point any since loot drops we see in game are based entirely on loot tables.
Any kind of imperfections caused by pseudo-random not being truly random is completely negligible, simply because the underlying elements of the programming languages are designed to be as perfect as it is possible for particular purpose.
Hence people that bring this up as an argument as to why they see the same thing drop twice dont really have a clue of what theyre talking about, and most likely are just pouncing on any piece of information they can find to back up their observational bias.
Actually depending on if you know how a game is seeded, you can guess the outcome of a random encounter.
For example check pokemon gen 4-5 speedruns and see how speedrunners catch whatever they want by manipulating the seed
It is absolutely impossible for you, as a human being, to detect a pattern from RNG with well designed code using a quality seed. Whether the code in D2 follows this paradigm I cannot comment on.
Your thread title is technically correct, but your post is based on no concrete evidence. You’re just making assumptions on how blizzard handled the drops. You can however make an educated guess that a loot table is not based solely on static probability when there is magic find.
My reply also covers something else important as well. That is the fact that while online you no doubt have many players playing at the same time. All of those players have loot dropping as well. Then when Cleglaw’s Claw drops the program picks at random who gets it. If it randomly chooses the same person to get it then that is why you see the same item twice and in some cases back to back.