yeah if the random was “pure” we’d get much more juicy loot right?
this is silly lol.
yeah if the random was “pure” we’d get much more juicy loot right?
this is silly lol.
Computers can’t generate truly random numbers without some form of reference, but there are ways to emulate randomness. One way is to use samples of random data, for example the random static captured from cosmic background radiation, and periodically refresh those samples. Another way is to use a real-time reference, such as the decay of a radioactive element, or real-time analysis of the cosmic background radiation.
Simple pseudorandom number generators will use the current time, date and current CPU clock cycle to generate random numbers.
Theoretically anyone with a TV tuner card tuned to a channel with no signal could use that static snow image as a truly random reference, however it would be subject to terrestrial and satellite interference.
The only real difference between pseudo-random and real random is that in pseudo random you never get the same roll 100 million times in a row. But there is a chance for that, if random is fair. Do you really want to meet 100 million nodrop streak?
Aren’t you supposed to just use ms on the clock for random? I feel like programmers have moved away from that and use random ID numbers that are constants (like character id, guild id, maybe even ip address, etc. etc.) or hours, minutes, seconds on the clock… and that’s why you notice loot tendencies because your loot is being randomized based on constants and usually you are online at the same hours. This is why there are “lucky” people who always get what they want.
MS on a clock would not be used for anything important needing undetectable randomness.
What some people are describing to above is called “Entropy”. It’s what a seed is created from, an entropic source. Many things can be used as a source of entropy(such as ms on a clock), but these are way too predictable. Other examples might be your current CPU temperature or the temperature of your room. Anything can be a starting value as long as it’s from an entropic source. The more random the nature of the starting entropic value came from, however, the less likely a computer will be able to detect a repeated pattern in the seed it was created from.
Algorithms can be used to assist in creating randomness. There are dozens of code libraries that tackle this. Some are ridiculously bad while others are very very good. One example of a great algorithm that is fairly widely used for producing undetectable random number patterns is the Mersenne Twister algorithm.
Edit: en.wikipedia. org/ wiki/Mersenne_Twister
Edit 2: A common strategy is that these algorithms have a pattern length of when the pseudo-random pattern is typically detected. So what well designed code should do is get a new entropic value from a good source before that length is reached and create a new seed from that, thus creating a new set of pseudo-random numbers different from the last.
Theres no evidence of existence of any kind of cerntralised system of loot distribution, and its extremely unlikely considering it would require extra implemetation and introduce the problem of scaling.
Since it would be costly, its hard to tell what exactly it would be supposed to achieve, and is unnecesary complication, its safe to assume noone actually bothered doing something like that, unless you know something I dont.
I will still hold to my assumption until I can find something that will explain how loot is generated for D2R or D2:LOD.
You’re not going to notice a pattern anecdotally with pseudorandom drops. It might as well be truly random with the sample size you will be capable of doing. What people mean when they say that it’s impossible for software to generate truly random numbers, is that a computer doesn’t know how to pick numbers. What it usually does is start with a seed number and then apply a formula to it. Then the result is compared to various thresholds to determine the item and its quality.
If the drop generation is not truly random, it should be possible to predict loot and abuse this fact.
If this is not the case, then there is not need to further discuss this topic because to the user the loot looks random and that is what should happen.
yeah no the RNG of this games loot system isnt as RNG as some of the fan boys like to claim but they will make up ANY excuise to defend it otherwise.
the amount of cathans ring / iresntheart tower shield chest pieaces i get defies RNG hardcore.
Well case closed then as online patch has this on server side do you cant predict it anyhow.
no you can notice the stuff, Like me always finding Cathans ring Irsenheart Chest pieaces and tower shields to the point it 100% defines the odds im almost garentee to find at least one of the following each time i run certain runs at least 1 …
We all already know the elephant in the room is people are just trying to wriggle in their justifications for why loot drops should be increased. Instead of just coming out and saying it, they keep going with mental gymnastics.
The drops are working as intended. If someone could have figured out the magic “algorithm” or “formula” it would have been done in the last 20+ years they’ve had to work on it. And if someone had solved it, then we’d have all sorts of “cheats” available for people to be able to predict how the seeding works at the beginning of a game, and manipulate it.
Bottom line is, they haven’t, and that’s why we’re still seeing poor old Oliver Twist beg on the forums.
no you can notice the stuff, Like me always finding Cathans ring Irsenheart Chest pieaces and tower shields to the point it 100% defines the odds im almost garentee to find at least one of the following each time i run certain runs at least 1 …
You do realize that not all drops are equally rare, right?
When the game generates a “roll” on the loot table, and finds “hey it’s a set ring”, angelic halo and cathan’s ring have an intentionally higher chance of being selected than any other green rings. It’s not a flaw in the rng generation, it’s by design.
just look at online sources as to the drop rate of said items and then look at the number ive gotten
no its RETARDEDLY High rate on what i get said X Items and such but peeps like to keep making excuises.
No. Helm is insanely common and drops all the time. I’ve found over a dozen since d2r came out. Happened every ladder too.
You want something crazy, I’ve had 5 Tal Guardianships drop since d2r release. That is a crazy amount for something so rare. Still only 1 amulet though.
It isn’t working the way you think it is. Take off the tinfoil hat.
your just manipulating things / trolling baiting … muted
Oh. You’re just a troll. You would be better served getting your jollies somewhere else with a crusty sock.
Ya the term “RNG” is a joke. We all know it’s not random. This is why we get trolled by ort runes for an entire game, 2 ort from countess, ort from trav, 3 orts from chaos, ort from baals throne room, and ort from baal. No other runes drop the entire game. Ya “RNG” my butt.