Quantcast
Channel: The Official ArcheAge Forums
Viewing all articles
Browse latest Browse all 26927

Trion: review needed and an open policy adopted regarding regrades

$
0
0
Now let me preface this by stating that I know how RNG in programming works. Well, at least I know how it is SUPPOSED to work. There is an equation that runs numbers based on some sort of seed. Sometimes the seed is a time (either someone's clock, login time, etc.). Sometimes it's a stamp. It can be alot of things. It varies from game to game. It's not truly random but it is usually random enough to be considered roughly random.

Sometimes, it breaks though. Sometimes, it produces disproportional odds. Sometimes, it gets... stuck. It all depends on the quality of the programmers choice of seeds and the programming that they choose to surround the process in. So in short, depending on how well this "random" system is designed, random may not be anywhere close to actually random. In various games, I have seen this system fall apart. I have seen this system get cracked. I have even seen a developer dumb enough to put the seed client side, the hackers find out about it, and basically hack the RNG. That was fun to watch.

So here we are with this game that is fundamentally based on it's RNG. Crafting is based on it. Loot is saturated in it. The market is based on it and we all are affected by it. Some people have made a ton of money off it and some have lost their asses on it. I personally have had a love/hate relationship with it since the game came out. In one hand, it is a cheap and lazy way to ensure gear rarity. On the other hand, it is literally THE most frustrating part of this game.

So usually to ensure a net profits on this system, you need a large bankroll and an obscene amount of patience. You win some, you lose some. Well, you lose alot but if you keep at it and weather out the low points, you can turn a tidy profit.

That is, until you hit a statistical impossibility. For instance, how is it statistically possible for an arcane piece of gear to fail 90% of the time with over 50 failures. How is it possible to have one piece of gear eat up well over 100 regrade scrolls and still be at arcane.

In well over a year of regrading, this has only happened a few times out of literally hundreds of pieces and thousands of regrades. Everything else has worked out normally. There are the usual successes and failures. Lots of gear gets destroyed. Money is lost and money is made. Like I said, I understand how it works by now.

The problem is though, there seems to be an anomaly somewhere in the RNG programming. Most high volume regraders that I have talked to have seen it pop up a few times as well. You get the usual successes and failures but then, out of nowhere, you get one piece of gear that chews up over 10,000g, ends up at arcane, and never makes it past unique... (Not an exaggeration)

Honestly, I think the whole RNG thing is junk but it's what we started with so we need to keep it. I still can't believe you did an "event" showcasing the horror of regrading. "Hey, let's take the most frustrating part of the game, make an event around it and get everyone doing it." That was brilliant. A ton of people left the game after that frustration. But I am sure you don't have to be told that.

So, Trion, do you actually know how this game's RNG works? Is it possible to get a bad RNG seed? How about sharing the actual statistics based on real trials performed by GM's on the pts. It wouldn't be hard. Just take one person and sit them down with a bag full of regrade scrolls and tell them to log the results. See what happens then.


TLDR: What the hell is seeding this RNG anyway. It seems to break the stats occasionally.

Viewing all articles
Browse latest Browse all 26927

Trending Articles