Why people hates RNG?
"First off, true random number generation is possible, although it is more accurate to say such randomness is read by computers than generated by them, as all known techniques involve measurement of some phenomenon of nature or physics. However, as such "generators" are quite expensive to set up, using true random generation would require, at a minimum, to query an external server for every randomized roll. As with all things network, this would introduce more lag into the system. Pseudorandom strings, however, are so close to true random that, really, it's amazingly nitpicky to complain about. Pseudorandom generation is designed to fool pattern recognition software which is far more competent at the task than any human, meaning it is random as far as your experience goes. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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I think it is RNG that hates me.
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I don't hate "RNG" but i'm really disapointed to find the VERY good drops without much risks ( low/mid level content ) while i find nearly nothing worth the hassle when i take risk on high level content.
So basicaly the rng that affect me don't give me much pleasure than that since the risk vs reward has always been away from the equation in my case. Recently been playing vaal spark in dried lake for three weeks with a low amount of IIR / IIQ and ended with more wealth than my warbands Mapping MFer in three months sooo yeah ... This is RnG at all experience will differ from a player to another ^^ Mine has been bad ( getting wealth doesn't mean you will be happy. Getting it against hard content will for sure - that's my point ). Helio Hf :)
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"I'd even say, true RNG can still be not true RNG of level of entropy is not high enough. Most of true RNG techniques try to make sure there is sufficient entropy, but still... At this point pseudo random is so close to true random, like you've said, it doesn't matter much, especially with video games version of random. |
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What's important with RNG isn't that it's random, it's that it's statistically valid, and that you don't have the means to know the outcome before the RNG is applied.
Now, as for why people hate RNG, it is because it usually gets in the way of the fun. 1) You are very unlikely to get a specific build-enabling unique to drop for a character, so you need to either go from uniques you already have or get rid of the RNG through trade. 2) At low levels, you are very unlikely to have a coherent decent equipment. Luckily, you don't need decent equipment at those levels. 3) At high levels, you stop finding stuff that is useful for you. You will stop checking the stats on items at some point because it's tedious and useless, or cut the RNG by becoming a trader. 4) Currency spent on a non-final item is currency you won't get to spend on the final item. It is often a better choice to not upgrade your equipment and save the currency. 5) RNG-related stuff in PoE is very obscure, so it's often better to rely on someone that knows it very well to avoid surprises. As you can see, a lot of these RNG issues push you to try to avoid RNG, and the other ones clearly hinder your ability to progress. |
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Item RNG aside, what I find interesting is this:
Are people who prefer surefire stuff the same people who hate RNG? Surefire = spells / resolute stance / Iron Reflexes etc. Last edited by Vastranis#1469 on Feb 25, 2016, 5:29:42 AM
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"Cuz RNG aka Satan ignores their existence. |
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" Good question. I say no, because i think the people that get frustrated by perceived bad RNG-luck aka non optimal stuff don't want a constant medium damage output but want max damage through crits but in a reliable way :) (no offence against anyones playstyle! ^^") |
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We hates the nastie RNG... rng is like nasty Orcses.
Why? Because there is zero user control over it. For example, we can play 100 maps and get zero uniques to drop or we can play 100 maps and get dozens of unique drops. By the very chaotic nature and unknown outcome of RNG and especially here in PoE where the thresholds for getting a great outcome are set so extremely high that 99.99% of all rng derived results end in failure. That's why we hates the nasty rng. To be sure PoE is not alone here, all games have rng in some form or another... err... maybe chess and a few others have no rng... but that's a small number of entertainment software to be sure. GGG has used rng in PoE as a crutch for lack of real arpg crafting mechanisms. It's so widespread here that we typically prefer to call it gambling instead of crafting because of the extreme use of rng involved in rolling anything or for any drop quality calculations. "You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration. The perfect solution to fix Trade Chat: www.pathofexile.com/forum/view-thread/2247070 |
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the random outcome of rewards:
players who can sink massive time into the game hate it because it lowers their "rewards/time"-ratio. casual players love it because it grants them rewarding luck streaks from time to time which weren't possible in a game with linear "time investment/reward"-structure. rng balances the rewards for both groups and is the better alternative to somehow limit the access to the game or lower rewards after some play time. age and treachery will triumph over youth and skill!
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