Is RNG seed really a thing?
I've long believed that we have rng seeds but there isn't any proof and i've always hoped i'm wrong.
GGG would never confirm if they were doing it as it would bring every tom dick and harry to the forum complaining that their seed was bad and it was ruining their experience, a few percentage of these would legitimately have a complaint but the vast majority will just not understand how rng works over thousands of instances. The delve seed seems more likely than the rest because of how its set up in the first place, I certainly haven't found a prime resonator yet which is what most of the loudest complainants are talking about (and boss appearances which is the thing GGG get wrong literally every league) |
![]() |
rng in poe is based on time.
You dont get perma rng seed or something like that - thats pure nonsense.. Its rng based on market. Thats how they control the currency drops. This way the market will never see insane amount of mirror drop. Its all calculated between certain boundaries. That way you dont see the market flooded by too many exalts.. Bots help the number of exalts dropped for normal people - because ALL player-base including bots get all currency as drops. That way if there are too many bots, chances are the players will get less exalt drops (as example) ITL;DR Market has RNG cap. I dislike rarity so much im almost quitting poe2. GGG.
|
![]() |
" What about the good RNG streaks? I got 4ex drops and two reliquary keys in less than a week of after-work playing. It does not feel completely random to me. Of course, that is one data point, we need more, but we also need more to support your claim. My point is that it's wrong to consider flat RNG as a null hypothesis: there are very good reasons why streaky RNG is better at player retention. The feeling of hitting the jackpot after a long dry spell is very powerful. And I know that flat RNG is streaky, but hyper- or hypo-uniformity is measurable. And we need to measure it instead of postulating a prior that we dogmatically support no matter what. Some more anecdotal evidence: my map drops experience has been predominantly 0 or 4- 5 in the same map, more rarely 1 or 2. I don't filter out low tiers. I do recall extreme events more and I am not immune to confirmation bias. Save a Carrot, Eat a Rabbit!
|
![]() |
This "bad rng seed" scare reminds me a lot of the "It's good because it's got electrolytes!" (even though nobody knows what those things called electrolytes are) joke from the movie Idiocracy.
Ancient "this year's crops are bad because gods are angry, we did not sacrifice enough virgins" beliefs also come to mind. But, children will remain children, I guess. The more you depend on forces outside yourself, the more you are dominated by them. --Harold Sherman Last edited by mruuh#6761 on Sep 25, 2018, 6:58:16 AM
|
![]() |
" Except that PoE does have intelligent designers with specific intent. They did not create a physics simulation, they created a game designed to make people play and enjoy it. And buy MTXs. Save a Carrot, Eat a Rabbit!
|
![]() |
" Not the point. The point is, people blaming bad things on something they don't understand, just because they heard it somewhere, without understanding why. This is how cults and religions start, and how mind and reason dies. The more you depend on forces outside yourself, the more you are dominated by them.
--Harold Sherman |
![]() |
Assuming that PoE's seed generation is based on time, it's actually pretty likely bad mine seeds exist.
Most of PoE's RNG in this (maybe less than accurate but who the hell knows) situation is based on current time (rolls, drops, etc.). This seed changes from moment to moment. Therefore eventually bad RNG will most likely be evened out with good RNG. However, Azurite Mine seeds are fixed from character creation onward, so if you have a seed that generates less beneficial results, your character is stuck with it. TL;DR: Drops fluctuate because random seed isn't fixed. Mine seed is fixed and therefore a bad mine is bad forever. Last edited by Bardharr#3094 on Sep 25, 2018, 7:13:33 AM
|
![]() |
^^ Case in point.
...why do I even bother? :) The more you depend on forces outside yourself, the more you are dominated by them.
--Harold Sherman |
![]() |
" With this I agree entirely. But I do not understand your issue with the post just above. Could you please elaborate? Pseudo-RNG works with seeds, that's a fact. "Good" pseudo-RNG (in terms of fairness) needs to average over time at the very least, and over short times at best if it is to be close to true randomness. However, two things might prevent that from happening: - bad coding, i.e. accidentally non-ergodic RNG ; this is what happened with Azurite Mine seeds, and I do believe it was confirmed by GGG (Fixed an issue where some players were unable to find certain chests in their mine.) - developer intent aimed at increasing enjoyability/player-retention, as might be the case with enhanced streakiness (and it would make sense). Save a Carrot, Eat a Rabbit!
|
![]() |
I dont believe in seeds. Pretty sure its just this way:
monsters have a 5% chance to drop a currency item, of those 5% its - 50% portal scroll - 40% id scroll - 2% transmute - 1,5% alt - ... - 0.00000000000000001% mirror monsters have a 0,1% chance to drop a uniqe item and of those 0,1% - 70% are lowest tier uniques - 20% second tier - ... - 0.000001% best tier those numbers are adjusted by: - amount of mirrors in the game, they seem to be the only currency that has lesser drops in the later league - area level - mob type (white, magic, rare, unique) - rarity/quantity (only for uniques) the roll either happens when the area is generated or when you kill the monster/open the chest. the roll itself can be based on the server time stamp or any other random, everchanging information that is stored server-side. So the only way to adjust RNG is to run more, run faster or run higher content. |
![]() |