How "honest" do you feel the RNG in POE actually is?

What you described in the op is exactly what rng is.
You don't get to farm a certain item twice an hour forever (using your example).

I guess people like to believe in something not in their reach, considering these threads/people exist in all popular rng based games.
Random is random. Problem is our brains only remember the outlier results.

On the other hand, given my experience with coloring sockets, I think I agree with you that the RNG is fixed. Almost every time I'm trying to get some off-color, like 1 blue and 3 reds on an armor/evasion piece, I get 1 blue and 3 greens 4 or 5 times before the one I wanted. GGG is clearly reading my mind and making what I'm looking for tough to get!
Color is weighted by the stat requirements on an item. So if you have a req of 14 (base) going up against a req of 140, you're going to have a really hard time getting them.
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Shagsbeard wrote:
Color is weighted by the stat requirements on an item. So if you have a req of 14 (base) going up against a req of 140, you're going to have a really hard time getting them.


Thank you. I do know that, but sometimes it is worth it to have an off-color socket, so I don't appreciate the game reading my mind and messing with me like that.
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Malichus wrote:
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Shagsbeard wrote:
Color is weighted by the stat requirements on an item. So if you have a req of 14 (base) going up against a req of 140, you're going to have a really hard time getting them.


Thank you. I do know that, but sometimes it is worth it to have an off-color socket, so I don't appreciate the game reading my mind and messing with me like that.


Then find an armor that is easier to color.
You guys do know that Malichus was being facetious right?

It is worth noting that GGG does not publish drop rates, and it would be silly to think that they never adjust them.

It's even more silly (to the point of paranoia) to think that they change drop rates based on account parameters. The real truth is that if they increased drop rates the people who would be the first to quit are the players who play 16hrs a day. The people who spend the most on the game tend to be the people who enjoy the challenge of it.
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beaniac wrote:
You guys do know that Malichus was being facetious right?

It is worth noting that GGG does not publish drop rates, and it would be silly to think that they never adjust them.

It's even more silly (to the point of paranoia) to think that they change drop rates based on account parameters. The real truth is that if they increased drop rates the people who would be the first to quit are the players who play 16hrs a day. The people who spend the most on the game tend to be the people who enjoy the challenge of it.


That's not entirely true. Chris has admitted to adjusting rates based on player count and retention.

Also it's been revealed that GGG uses seeds to control drops.

https://www.reddit.com/r/pathofexile/comments/9gcclj/that_talk_of_rngseeds_has_put_me_on_edge/
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
THERE İS NO ANY DROP AND RNG SYSTEM İN THİS GAME
LOOTS UNFAİR
AND GGG NEVER CARE THAT
AND CONTROL LOOTS WİTH NERFS
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Shagsbeard wrote:
Use statistics rather than "feels".


you assume everything is fair in their rng. if it makes them more money by having a bias, then there is an incentive to "tweak" the rng and the "hurr durr statistics" bark doesn't work anymore.
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DarthSki44 wrote:
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beaniac wrote:
You guys do know that Malichus was being facetious right?

It is worth noting that GGG does not publish drop rates, and it would be silly to think that they never adjust them.

It's even more silly (to the point of paranoia) to think that they change drop rates based on account parameters. The real truth is that if they increased drop rates the people who would be the first to quit are the players who play 16hrs a day. The people who spend the most on the game tend to be the people who enjoy the challenge of it.


That's not entirely true. Chris has admitted to adjusting rates based on player count and retention.

Also it's been revealed that GGG uses seeds to control drops.

https://www.reddit.com/r/pathofexile/comments/9gcclj/that_talk_of_rngseeds_has_put_me_on_edge/

Ok, let's be clear here. Adjusting drop rates for general balancing (balance is connected to retention rates) reasons falls into the first thing I said, and is very different from changing drops on an individual account basis.

Secondly, all random number generators use a seed. That is how the underlying math works. Generally that seed is set at runtime or when a new routine is instantiated which means at the very least every time you restart the game you get a new one. And beyond that the value of the seed being used will not have any effect on your drop rate as that value is set externally to the random number generator.

The only way a seed can cause changes to drop rates is if the same seed is used over and over again every time the random number generator is instantiated. In this case you will get exactly the same results every time, not some nebulous change in the chances of getting good gear. Also any first year computer science student knows not to do this, it's a stupid noob mistake. Though it does sound like that is what happened with the resonator bug.... -_- You're kill'n me here GGG

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