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RNG again

minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User
If you're going to gate really expensive content like mastercrafting behind lowish chance RNG, at least make sure it works. Our guild has had the following experience of the final mastercrafting task:

One guy took 24 attempts at 20%

I've had 2 crafts, one took 2 attempts, one I still haven't got to go after 7 failures at half a million a pop both at 35%.

Several others are complaining of it routinely taking 6-8 attempts at 30-35%.

You are odds on (57.75%) to be done after 2 attempts at 35%, but NOBODY in our guild is seeing that, we're 1out of maybe 10 being done in 2.

The earlier tasks I am seeing almost exactly what you'd expect, 8/25 it just seems to be the final task (which you have to do yourself) where the odds are a mile off and there's no way round it.

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  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User

    It is just an AD/money sink. There is no other purpose to Masterworks. The gear is not that much better than what you can get for free. There should not be any task that has 20% chance.....

    The gear is not much better, but you can get in minutes the equivalent of what could be weeks of grinding (certainly once the new mod comes out).

  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User
    Update, finally got there 9th time lucky, but noticed something else odd going on. For the final JC task you need freshly minted gold/silver/copper coins. I had a friend make them for me. The AH prices and supply were relatively stable with copper around 120K and silver a touch more with usually like 6 of each available. So I ask him to make me another set and he told me the copper had failed (pretty much the only failures on several sets was on the copper, sometimes multiple times, his chance to make was 70%). I look at the AH, the silver price is unaltered, coppers are 270K with the same 6 available. The copper failed considerably more often than it succeeded for him in that period, from the spike on the AH, it looks like it might have been failing for others too.

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  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited April 2017
    I finally converting to the belief that the RNG chances are broken. Many seem to find if you fail one time before you try again you should move around a bit...

    While I like the idea of RNG to add a bit of suspense to the process of upgrading.

    They do need to make sure the chance identified reliably gives that result.

    You should not have 3x - 5x consecutive failures on skills nodes that give 75% chance... and if it does occur it shouldn't be happening so very often like it does now. When I see it happen quite frequently with skill nodes at 75% chance of success multiple times it clearly tells you something is wrong. Sure I'd expect maybe one failure every now and then but 75% of the time should also be successful on the first attempt which is not happening.

    They need to FIX it so it reliably draws the chance identified, it should not be effected by where you are or other players, even then they need to consider a 33-50% upgrade chance across the board.

    Sounds like a lot to some... yet a 50% upgrade improvement on something that today gives 5% would at most be improved to 7.5% or something at 1% would be increased to 1.5%. It save you a 'few' preservation wards at lower quality perhaps even a few coal wards but by no means break their sales on either. <3
  • maatmonsmaatmons Member Posts: 58 Arc User
    Maybe they could log each success and failure to an internal database? That seems like the easiest way to check.
  • oldbaldyoneoldbaldyone Member Posts: 1,840 Arc User
    They probably already do, and if they dont, despite customer service saying logs dont exist, im sure they could run log files and see how close the percents are to accurate. They just dont have a reason to share that with us.
  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    i stop doing that SH's mastercrafter quests, it need a complete overhaul, that RNG has to die for good, since it is very costly and time consuming to get fails, i would call Negan and his blooded barb bat. he would choose RNG his target. not just 1 wack, just rage clubbing, then announced it as "dead".
    devs should remove that RNG from crafting quests and tasks, it is unreasonable and unrealisic to have it in craftings.
  • namelesshero347namelesshero347 Member Posts: 2,109 Arc User
    RNG was pretty good to me. Got 8 mod 11 weapons, feed the twisted weapons into them, and got 4 crits. One toon crit on both pieces. Woohoo! Saved over 2 mil AD worth of RP.
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  • litaaerslitaaers Member, NW M9 Playtest Posts: 871 Arc User
    edited April 2017
    It all balances out. I had several enchants with 10% chance take 25-30 preservation wards each, and about 10 level 10>11 or 11>12 enchants work on the 1st or 2nd attempt.

    You have to take into account the sheer magnitude of RNG attempts the server made this weekend. Likely 1000's per second. Just because a person doesn't see a 1-in-10 response, doesn't mean the RNG is broken.

    @nitocris83 , any way to ask the Dev folks if they track (and would be willing to post) a brief chart of the RNG numeric results for the whole server? A curve would do.
  • hudman21hudman21 Member Posts: 276 Arc User
    edited April 2017
    The well debated RNG. Its all about luck more then % chance...IMHO
    Life is full of drains, I prefer to be a fountain
  • strathkinstrathkin Member Posts: 1,798 Arc User
    I just see so many attempts doing skill nodes with a 75% chance of success often failing 2, 3, 4 or even 5x times in a row. It's not just something that happens once in a blue moon but far more often than I care to think about. If the chances were closer to 35-50% I'd expect to see 3-5 consecutive failures possibly but not when the chance of success is 75% on a skill node.

    I too would like them to investigate if the chances identified are actually occurring as often as indicated cause clearly in this example it seems something is broken. I know also many would probably welcome a 25-50% quality improvement chance across the board.

    It sounds like a lot but really isn't much at all cause a 5% chance even if improved by 50% would only result in 7.5% chance or 10% upgraded to 15%, or 20 to 30%... Sure we still might see failure's more often but at least given all the time invested in upgrading gear which at least save a few wards and be slightly less frustrated when upgrading items. It also would not devalue preservation or coal wards either just perhaps save us a few of them. <3
  • safespacecadet#3341 safespacecadet Member Posts: 374 Arc User
    edited April 2017
    RNG is the ultimate end game boss in Neverwinter. Love it or leave it. :p
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  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User
    I did log many thousands of attempts at upgrading enchants, and have found it consistently takes 20-30% more attempts than it should. My worst this time was 97 wards for a 5% chance (p=0.007 for that many or more) and 12 attempts required for a 40% (costing a MoP rather than a ward each time).
  • litaaerslitaaers Member, NW M9 Playtest Posts: 871 Arc User
    edited April 2017
    kalindra said:

    litaaers said:

    It all balances out.

    That obviously depends on some hidden variables (character ID, account ID, or something similar).

    You have to take into account the sheer magnitude of RNG attempts the server made this weekend. Likely 1000's per second. Just because a person doesn't see a 1-in-10 response, doesn't mean the RNG is broken.
    Nope, you don't!


    Yes, you do.

    Imagine that you and 999 other people all roll a d6. But everyones rolls are hidden from each other.
    Now, *you* could luck out (in the statistical sense), and only get rolls that are outside your desired outcome, while someone else gets only wins (both scenarios are equally as 'lucky'). That doesn't mean the die is broken. It means *your observations* make it seem that you are not using a 'normal' die.

    If they would pull the data from the 'rolls' and share it, if it resembled *anything* like a normal curve, I bet people would still stay things are broken, based on what *they* see.

    Its the 'Doorbell in the Shower' effect, People only remember how many wards they 'lost' on failed attempts, but they kinda forget to count when the get a 5% in one or two shots.


    EDIT: Remember, all of the crit/tohit/etc chances likely come from the same pool. If you ever use ACT, and get a skewed result, then you *might* have a point. But most people seem to get normal results.
  • litaaerslitaaers Member, NW M9 Playtest Posts: 871 Arc User

    I did log many thousands of attempts at upgrading enchants, and have found it consistently takes 20-30% more attempts than it should. My worst this time was 97 wards for a 5% chance (p=0.007 for that many or more) and 12 attempts required for a 40% (costing a MoP rather than a ward each time).

    What was your count on attempts that took less tries than it 'should'?

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  • evilsquirrel03evilsquirrel03 Member Posts: 36 Arc User

    RNG is the ultimate end game boss in Neverwinter. Love it or leave it. :p

    Great now I just have this picture in my head of a monster that constantly fills your bags with rank 1 and 2 enchants and you can't get rid of them faster than they fill your bags!
  • litaaerslitaaers Member, NW M9 Playtest Posts: 871 Arc User

    Crafting and upgrading are 2 different RNGs. 75% chance at crafting is more like 90%. Now with upgrading, 90% can fail quite a bit.

    Are you sure? Why not use the same engine?

  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited April 2017
    Well I know that skill nodes which appear on maps offer a 75% chance of success yet more often than not I see them regularly failing 2x-5x in a row. I might expect the odd failure on the first attempt but perhaps the next 2-3 on average being successful. So when you see 2x-5x failures in a row you really have to wonder...

    As for Mastercraft it's just sad you spent so much time leveling getting professionals, tools, resources but yet before you can even start the master craftsman ask for 500 adamantine rings and scales, plates, blades depending on the profession before you can even get started. Like 200 isn't enough to get you started?

    I hear there are expanding Mastercraft in 11b but isn't viable for most today to even consider. I'd rather see far more expansion of regular professions with a more viable projects that can be run at 25 be more rare gear options to use as transmutes or even more options for personalized or engraved gear.

    Just seems all we do is spend all our time leveling professions or building resources to get very little for the time investment.
  • maatmonsmaatmons Member Posts: 58 Arc User
    You know, silly little things like “population data” claim that about 51% of births are males. But I can refute that with something far more compelling than any amount of “statistics,” a single anecdote.

    You see, in my Boy Scout troop of only about 20 people, fully two of those people came from a family of 7 boys and no girls. If the odds of any given birth being a boy were really 51%, the odds of a family going through 7 births without a single girl are just a little over p=0.0089.

    I defy you to explain how something with less than a 1% chance could ever happen, let alone twice in a sample size of 20. No, the only possible explanation is that the real odds of a male birth are actually much higher.

    The odds must be at least 40% higher. A 72% chance of a male birth is about the probability at which you'd expect 2 boys out of a random 20 to come from a 7-0 boy-girl family.

    And I saw this group of people with my own eyes, so it holds far more weight than any hypothetical groups of other kids that might, hypothetically, have a different composition. My concrete observations outweigh any amount of conjecture you might care to offer regarding “outliers” and “literally the entire rest of the world.”
  • callumf#9018 callumf Member Posts: 1,710 Arc User
    Really everyone who cares needs to log their success vs % chance and get some data together. However, % chance is exactly that, a "chance" so even at 90% chance of success you can fail a million times in a row. As its 90% chance each time. Luck isn't cumulative. So whilst you would expect at 10% to use 10 items, you could burn a million. HOWEVER, as stated above if you start to log the stats across a large population you could come out with some useful stats.
  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User
    litaaers said:

    I did log many thousands of attempts at upgrading enchants, and have found it consistently takes 20-30% more attempts than it should. My worst this time was 97 wards for a 5% chance (p=0.007 for that many or more) and 12 attempts required for a 40% (costing a MoP rather than a ward each time).

    What was your count on attempts that took less tries than it 'should'?

    This was overall, the methodology was something like I did 8 25%s which should take 32 attempts on average, 9 10%s which should take 90, total 122, it actually took 154 so it's whatever percentage over the average. Not statistically rigorous but gives an idea.
  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User

    Crafting and upgrading are 2 different RNGs. 75% chance at crafting is more like 90%. Now with upgrading, 90% can fail quite a bit.

    Really not seeing this at all, although I don't have sufficient data at 75% , I'm 10/14 atm, which is pretty much what you'd expect. My enchantment data is on certainly thousands of enchantment upgrades.
  • callumf#9018 callumf Member Posts: 1,710 Arc User
    But always remember luck isn't cumulative. For example if I have a 1% chance of a car crash every time I drive that doesn't mean that after 99 journeys in the car I *will* have a car crash [!].
  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User
    edited May 2017

    But always remember luck isn't cumulative. For example if I have a 1% chance of a car crash every time I drive that doesn't mean that after 99 journeys in the car I *will* have a car crash [!].

    I know that, but you can calculate the chance of you not having had a car crash after 99 journeys.

    I'm about to give up on this whole charade, I have completely lost faith in the RNG. On the final MC task with an alleged 35% chance I am 3/23 so far, each attempt costing an absolute fortune. I could have bought most of a legendary mount on what I've spent. Jewelcrafting took 9 attempts, Weaponsmithing 2, Platesmithing 4 and Alchemy still hasn't gone after 8 straight fails.

    23 attempts should be enough to do all 8 crafts on average. 8 fails is one in 31 and I've had it happen 2/4.

    By my calculations there's only a 1.8% chance of getting 3 or less successes in 23 tries at 35%.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    I still am pushing for them to increase upgrade chances on all RNG by 33-50% across the board. It sounds like a lot, but really is it? Today something with a 5% chance would only expand to 7.5% like for an item to becoming a Mythic Artifact. Still it would improve Legendary Artifact chances to perhaps saving a few wards even if not that many but it certainly would make RNG a less frustrating part of the game for many.
  • mightyerikssonmightyeriksson Member Posts: 842 Arc User
    edited May 2017
    strathkin said:

    I still am pushing for them to increase upgrade chances on all RNG by 33-50% across the board. It sounds like a lot, but really is it? Today something with a 5% chance would only expand to 7.5% like for an item to becoming a Mythic Artifact. Still it would improve Legendary Artifact chances to perhaps saving a few wards even if not that many but it certainly would make RNG a less frustrating part of the game for many.

    Yep, I have said it many, many times, streaky, unrewarding rng makes players annoyed/angry, which in turn make them far less likely to spend money on the game...

    Or just make the "chance" cumulative, so you never end up spending more than 10-15% more pres. wards than you "should".
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