Think i know why RNG is inconsistent in PoE

An entropy system would make sense.
I don't know if the RNG used by this game is solid or not so there definitely could be some flaws in it. I do know that a lot of people in this thread have no concept of statistics and how they work. If I flip a coin and get heads 10 times in a row and I know the coin isn't loaded, the odds of getting heads on the next toss is 50%, period. There isn't an argument about whether that is true or not.
RNG is designed as a currency sink. However, there's a small chance you may get the desired outcome. This is the reason PoE is compared to a casino.
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Phrazz wrote:
As my math teacher in college used to say: "If random wasn't random, it wouldn't be random". Read that as you'd like.


Not a very bright teacher that one.
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Anonymous1749704 wrote:
Not a very bright teacher that one.


You are very wrong here, one of the brightest people I've met. But as you know, bright people 'often' have... Less fortunate humor.
Bring me some coffee and I'll bring you a smile.
There was a silly thing long time ago regarding randomness. It was about Itunes i believe where random playlists were trully random but poeple were finding patterns in this randomess and accused apple that its not trully random. So Aplle made some corrections making it less random but the patterns people were seeing were removed in the process. That way people perceived it as more random when in reality it was the opposite. We just like to see order in chaos and try really hard to find it.
Last edited by kuciol#0426 on Feb 2, 2021, 1:56:58 PM
Okay. There's no such thing as "truely random", or "actually random" or "really really really really random". That's all nonsense.
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Shagsbeard wrote:
Okay. There's no such thing as "truely random", or "actually random" or "really really really really random". That's all nonsense.


That was a really really really really random post.
Bring me some coffee and I'll bring you a smile.
This common human misunderstanding of "randomness" as it relates to "streakiness" (or, as OP words it, "why RNG is inconsistent") is exactly why GGG had to implement an "entropy" factor into the Evasion mechanic.

Too many players were noticing "good streaks" and "bad streaks" of luck, and misconstrued that as meaning the RNG wasn't working. So GGG broke the random factor of Evasion so it would feel more "consistent", and therefore conform closer to the incorrect human intuition of how "random chance" should work.

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This is the mechanic by which streakiness is removed from evasion - it removes the possibility of failing to evade happening to come up several times in a row due to bad luck. Each attack has the correct chance to hit, and will hit you just as often as you'd expect in the average case using a purely random system, but the possibility of occasional but devastating non-average results - such as being hit by four consecutive attacks with only 10% chance to hit each - have been eliminated.
- here's my sig
Last edited by AcrylicHercules#1220 on Feb 2, 2021, 2:22:22 PM
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Shagsbeard wrote:
Okay. There's no such thing as "truely random", or "actually random" or "really really really really random". That's all nonsense.


This. If one manages to make a true random generator (as opposed to perceived random), they'd likely have a Nobel prize coming their way.

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