test content
What is the Arc Client?
Install Arc
Options

Will the % chance to Fuse ever work correctly? As well as skill kits ?

abombination247abombination247 Member Posts: 1,279 Bounty Hunter
edited July 2013 in General Discussion (PC)
All the % chances to complete anything is completely off as many have noticed. I wonder if there are any plans to fix this so it is actually the % that you want it to be.

First skill nodes. Its a 75% chance which is pretty good in our favor then it fails 5 times in a row. This just isn't possible with this % no matter how you want RNG to be a part.

Next fusing. On the 95% chance to fuse lower ranks they fail way to much its 95%. Recently I have been doing a large amount of fusing I am trying to be like well if I fuse 100 items maybe it balances out in the end. WRONG. Just now doing a rank5 to 6 which is a 40% chance meaning almost half the time it will fuse. It failed 8 times in a row. Then its not like it compensates and the next 4 or 5 fuse. That one fused then the next 4 fail. So the % is just way off.

All I am asking is if you want the actual %'s that you have listed then please fix this cause a lot of players are really frustrated.

Or just put what the current % is. and drop all the displayed ones by half and say sometimes its buggy and will fail 8 times in a row. good luck.
Post edited by abombination247 on
«13

Comments

  • Options
    mconosrepmconosrep Member Posts: 0 Arc User
    edited June 2013
    There was a thread about someone who kept a record of every fusing attempt he made. I think the evidence there showed that at least some of the official percentages were subject to doubt.

    But even after several people posted supporting evidence, rather than posting their own results, the usual Cryptic fanboyzs just chants the mantra of "RNG is RNG"......
  • Options
    kevinf08kevinf08 Member Posts: 432 Bounty Hunter
    edited June 2013
    First skill nodes. Its a 75% chance which is pretty good in our favor then it fails 5 times in a row. This just isn't possible with this % no matter how you want RNG to be a part.

    Next fusing. On the 95% chance to fuse lower ranks they fail way to much its 95%. Recently I have been doing a large amount of fusing I am trying to be like well if I fuse 100 items maybe it balances out in the end. WRONG. Just now doing a rank5 to 6 which is a 40% chance meaning almost half the time it will fuse. It failed 8 times in a row. Then its not like it compensates and the next 4 or 5 fuse. That one fused then the next 4 fail. So the % is just way off.

    Sample size is way to small in these examples to be trying to analyze %'s from RNG.
  • Options
    hkiewahkiewa Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 379 Bounty Hunter
    edited June 2013
    kevinf08 wrote: »
    Sample size is way to small in these examples to be trying to analyze %'s from RNG.

    That would be accurate if a true RNG was used. But it is not
  • Options
    mconosrepmconosrep Member Posts: 0 Arc User
    edited June 2013
    kevinf08 wrote: »
    Sample size is way to small in these examples to be trying to analyze %'s from RNG.

    Those examples of 5/6 times, sure, but people have tried this with several hundred, and the percentages are still off. That is way past the number needed for statistical significance.
  • Options
    psupiratepsupirate Member, Neverwinter Beta Users Posts: 10 Arc User
    edited June 2013
    In general I would agree that I feel like the percentages are not accurate.

    Having said that though, statements like this just aren't true.

    "First skill nodes. Its a 75% chance which is pretty good in our favor then it fails 5 times in a row. This just isn't possible with this % no matter how you want RNG to be a part. "

    If failing 5 times in a row wasn't possible the RNG would be broken. This should happen approximately one out of a thousand times, and considering the many thousands of players running around looting nodes it should happen quite often (throughout the game).
  • Options
    sogronnwosogronnwo Member, Neverwinter Beta Users Posts: 96
    edited June 2013
    I fused a hell of a lot of enchants and runestones, as in I made about a 100 rank 7s.

    My experience is this:
    - from 99 rank 4 you get 19-22 rank 5. 20 successes and 20 fails means the chance is in the vicinity of 50%.
    - from 16 rank 5 to 1 rank 7 I average 10 green wards (been 3, been 23, I count with 10 and usually end up with less and then once in a while a terrible streak consumes the formerly spared ones). 5 success 10 fail is 33% chance.
    So I think they aren't actually off that much with the fuse chances.

    Making a 100 rank 7s from rank 4s is around 18.000 Fuse button clicks. It seems much, but what I know about statistics tells me that number still isn't a large enough sample pool to eliminate RNG, so there may be people with both worse and higher numbers.

    I'm sorry that I can't show logs about this, but since making profit in the AH depends on whether I know these numbers correctly, you can pretty much believe me when I tell you, I even told you worse numbers then what the reality is, because I'm being pessimistic when assessing the risk/gain ratio before investing.

    Although with the profession nodes, I also see too much 3 fails in a row up to 5 fails in a row. I didn't count those, but I agree it _feels_ like it isn't 75%.

    I can't really tell why there's a fail chance in the first place actually, double the kit price and go from 75% to 100% if you ask me.
    75% is just a nuisance.
  • Options
    kindyrekindyre Member Posts: 101
    edited June 2013
    Like sogronnwo, I also fuse enchants for profit.

    It's not the only thing I do for profit and I don't always do it because it's not always profitable.

    But when I do play the fusion game, I don't just blindly gamble. I calculate the profit margins using current market prices and the percentages given by the fuse window. If the percentages were significantly off, I wouldn't be making any profit. I'd be losing AD to the process. But I don't lose. I gain. A lot. About as much as the math tells me I should. Sometimes more, sometimes less.

    I can't say much about skill nodes because I never bothered to keep a record of them... but the fusion chances seem to check out just fine across large enough sample sizes.

    The pseudo RNG used in this game does seem to be "sticky" though. You rarely get anything close to an even distribution of successes and failures. It tends to come in streaks of failures and streaks of successes. Even when it's not streaking outright, it still heavily weighs in one direction or the other.

    Anyway, long story short... I think the percentages are true. It's just that the RNG is very streaky.
  • Options
    cichardcichard Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2013
    All the % chances to complete anything is completely off as many have noticed. I wonder if there are any plans to fix this so it is actually the % that you want it to be.

    First skill nodes. Its a 75% chance which is pretty good in our favor then it fails 5 times in a row. This just isn't possible with this % no matter how you want RNG to be a part.

    Next fusing. On the 95% chance to fuse lower ranks they fail way to much its 95%. Recently I have been doing a large amount of fusing I am trying to be like well if I fuse 100 items maybe it balances out in the end. WRONG. Just now doing a rank5 to 6 which is a 40% chance meaning almost half the time it will fuse. It failed 8 times in a row. Then its not like it compensates and the next 4 or 5 fuse. That one fused then the next 4 fail. So the % is just way off.

    All I am asking is if you want the actual %'s that you have listed then please fix this cause a lot of players are really frustrated.

    Or just put what the current % is. and drop all the displayed ones by half and say sometimes its buggy and will fail 8 times in a row. good luck.
    RNG is RNG..... just because it has 95% chance to work doesnt mean 9 out 10 times it will. that 95% chance is on that specific event. you cant chain events together and say ok i should make 9 out 10 every time. However unlikely 95% chance you still can fail 10 out of 10 if you have bad rolls.
  • Options
    iminluckiminluck Member Posts: 5 Arc User
    edited June 2013
    guess you never played roulette at a casino.. even with "50/50" odds (yes i know its not true 50/50) you can still have it hit black 10-15 times in a row. Every new roll (or fuse) has the same odds as the next fuse.

    which means u can do 4 times... and the next fuse still has the same chance to fail/succeed!

    All the % chances to complete anything is completely off as many have noticed. I wonder if there are any plans to fix this so it is actually the % that you want it to be.


    First skill nodes. Its a 75% chance which is pretty good in our favor then it fails 5 times in a row. This just isn't possible with this % no matter how you want RNG to be a part.

    Next fusing. On the 95% chance to fuse lower ranks they fail way to much its 95%. Recently I have been doing a large amount of fusing I am trying to be like well if I fuse 100 items maybe it balances out in the end. WRONG. Just now doing a rank5 to 6 which is a 40% chance meaning almost half the time it will fuse. It failed 8 times in a row. Then its not like it compensates and the next 4 or 5 fuse. That one fused then the next 4 fail. So the % is just way off.

    All I am asking is if you want the actual %'s that you have listed then please fix this cause a lot of players are really frustrated.

    Or just put what the current % is. and drop all the displayed ones by half and say sometimes its buggy and will fail 8 times in a row. good luck.
  • Options
    filcfilc Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    some ppl should learn math first :cool:
  • Options
    kiralynkiralyn Member Posts: 1,440 Arc User
    edited June 2013
    psupirate wrote: »
    "First skill nodes. Its a 75% chance which is pretty good in our favor then it fails 5 times in a row. This just isn't possible with this % no matter how you want RNG to be a part. "

    If failing 5 times in a row wasn't possible the RNG would be broken. This should happen approximately one out of a thousand times, and considering the many thousands of players running around looting nodes it should happen quite often (throughout the game).

    Exactly. I remember the same arguments about the "15% chance to proc extra potions" ability in WoW..... "how can I fail 10 times in a row!??!?! Broken!" Well, no - if you throw it in a spreadsheet, you see that it's quite possible to get that many failures at a 15% chance. And as you say.... even when something is 1000-to-1 odds of happening, there's still many thousands of attempts occurring daily.
  • Options
    mconosrepmconosrep Member Posts: 0 Arc User
    edited June 2013
    filc wrote: »
    some ppl should learn math first :cool:

    Some people should learn how to write (and spell) properly too.... :D
  • Options
    hkiewahkiewa Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 379 Bounty Hunter
    edited June 2013
    cichard wrote: »
    RNG is RNG..... just because it has 95% chance to work doesnt mean 9 out 10 times it will. that 95% chance is on that specific event. you cant chain events together and say ok i should make 9 out 10 every time. However unlikely 95% chance you still can fail 10 out of 10 if you have bad rolls.

    Again, it is not a true RNG.
  • Options
    kindyrekindyre Member Posts: 101
    edited June 2013
    hkiewa wrote: »
    Again, it is not a true RNG.

    I don't see how a pseudo RNG versus true RNG argument is relevant to the post you quoted?

    Pseudo RNGs aren't necessarily designed to produce smooth distributions. In fact, it's something they typically try to avoid in an attempt to more closely mimic true RNG and be less predictable.
  • Options
    mconosrepmconosrep Member Posts: 0 Arc User
    edited June 2013
    kindyre wrote: »
    I don't see how a pseudo RNG versus true RNG argument is relevant to the post you quoted?

    Pseudo RNGs aren't necessarily designed to produce smooth distributions. In fact, it's something they typically try to avoid in an attempt to more closely mimic true RNG and be less predictable.

    Actually pseudo-RNGs ARE necessarily designed to produce smooth distributions over the (very) long-term. Reputable systems also try very hard to avoid extreme streaky behaviour in the shorter term.
  • Options
    kindyrekindyre Member Posts: 101
    edited June 2013
    mconosrep wrote: »
    Actually pseudo-RNGs ARE necessarily designed to produce smooth distributions over the (very) long-term. Reputable systems also try very hard to avoid extreme streaky behaviour in the shorter term.

    Over large sample sizes, of course... if number generator, for example, generated even numbers more often than odd numbers, it wouldn't make for a very good random number generator.

    On the other hand, if, across a sample size of 10 (as proposed by the originally quoted post), it always generated exactly 5 even numbers and 5 odd numbers, it would be just as useless of a random number generator... if not even more useless. After all, that would allow you to predict the properties of the next number it would generate, given a history of generated numbers.

    Unless specifically designed for a purpose that requires even distribution, modern PRNGs will avoid both of those extreme scenarios. Because, for most purposes, you don't want the user of the PRNG to be able to predict what the next number will be.
  • Options
    endocinendocin Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited June 2013
    On the kits..just curious..is there a skill check?..I have a low dex cleric that fails alot..
    [SIGPIC][/SIGPIC]
  • Options
    kwequakwequa Member Posts: 0 Arc User
    edited June 2013
    Interesting..my rogue high dex does well on kits.
    [SIGPIC][/SIGPIC]
  • Options
    beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2013
    It sometimes *seems* like a low int/wis character will fail more on religion/arcana kits, and a low str/dex character will fail more on thievery/dungeoneering kits, but I haven't tracked it at all to say for sure. Those are just the kits my guys *seem* to break most often when doing the cross-class checks, enough so that I have sometimes compensated for it with purchasing a few extra kits for the frequently failed types. Without actually running numbers though, I wouldn't say for sure.

    As to the overall 75% success rate, compare all the times you've broken 5 in a row with all the times it works on the first try. What's that? You don't remember all the times you succeeded on the first try? Time for a crash course in basic psychology.
    http://en.wikipedia.org/wiki/Negativity_bias
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • Options
    bluedarkybluedarky Member Posts: 1,232 Arc User
    edited June 2013
    unholyjedi wrote: »
    We all know they have there %tage is wrong. if it were correct then some players who have acquired multiple Nightmare horses in a row woulda never gotten them all LoL....but I have good luck with combinging the Runes but the kits are way off a 75% chance to work does not mean it fails 5 times in a row LoL....

    Actually I've found the 75% to be fairly accurate, with a margin for error just under 1 in 4 kits break on the first attempt, 1 in 16 on the second and one in 64 on the third, in fact I've only had one node take more than 4 tries since open beta started.
  • Options
    zombieelviszombieelvis Member, Neverwinter Beta Users Posts: 9 Arc User
    edited June 2013
    This is the problem I've always had with RNG; you have to hope the numbers/math is correct on their end.

    We have no idea if they're accurate or not. If an item reads that there is a 25% chance we have to hope that's really the case. A bug or bad code could mean it's really 15% instead. Then people will complain the proc rate isn't right via testing, while others will say random is random, and nobody will ever know for sure.
  • Options
    mconosrepmconosrep Member Posts: 0 Arc User
    edited June 2013
    bluedarky wrote: »
    Actually I've found the 75% to be fairly accurate, with a margin for error just under 1 in 4 kits break on the first attempt, 1 in 16 on the second and one in 64 on the third, in fact I've only had one node take more than 4 tries since open beta started.

    I have had multiples case where it has been over 10, a few times over 20, and a couple where I just gave up. Oddly, the longer streaks seems to be mainly in Neverwinter Graveyard.
  • Options
    haelrahaelra Member Posts: 220 Arc User
    edited June 2013
    mconosrep wrote: »
    a few times over 20, and a couple where I just gave up.

    If you've actually had a 75% success rate trial fail 20 times in a row, well, that's a one in a trillion event. If it actually did happen, it would support the idea that the success rate wasn't actually 75%. However, Ockham's Razor says you're exaggerating or misremembering. Perform a controlled test, and replicate these results. Record it in video, or with enough screenshots to make a good case, or I'm just calling it BS. If you can get solid evidence beyond yours and others' anecdotes, send it to the devs and I'm sure they'd look into it when they've got time.
  • Options
    abombination247abombination247 Member Posts: 1,279 Bounty Hunter
    edited June 2013
    kevinf08 wrote: »
    Sample size is way to small in these examples to be trying to analyze %'s from RNG.

    I fused. 400 enchants. that is too small ?


    PS. Buy my rank 8's I made on the AH since I spend 500k on preservation wards.
  • Options
    beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2013
    At a certain point, doesn't it make more economic sense to just suck it up and use the coalescent ward instead? Or did you just not write that part out specifically?
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • Options
    mconosrepmconosrep Member Posts: 0 Arc User
    edited June 2013
    haelra wrote: »
    If you've actually had a 75% success rate trial fail 20 times in a row, well, that's a one in a trillion event. If it actually did happen, it would support the idea that the success rate wasn't actually 75%. However, Ockham's Razor says you're exaggerating or misremembering. Perform a controlled test, and replicate these results. Record it in video, or with enough screenshots to make a good case, or I'm just calling it BS. If you can get solid evidence beyond yours and others' anecdotes, send it to the devs and I'm sure they'd look into it when they've got time.

    That begin my point - at the very least some nodes are bugged or the RNG is insanely streaky.

    In any case since I doubt you will find anyone who bothers recording every minute of their game-play, I think you are pretty safe intoning RNG is RNG.....
  • Options
    rishzothrishzoth Member, NW M9 Playtest Posts: 351 Arc User
    edited June 2013
    This...

    "Sample size is way to small in these examples to be trying to analyze %'s from RNG."

    Central limit theorem.

    As a statistician, I take an interest in all the probabilities within an MMO...

    If I try and have 4 successes in a row...does that mean the rate is 100%. There are simply not enough observations to draw that conclusion. The same goes for flipping a coin. If I have two heads in a row, is that 100% chance to flip heads every time?

  • Options
    melaeldarkfurymelaeldarkfury Member Posts: 3 Arc User
    edited June 2013
    First skill nodes. Its a 75% chance which is pretty good in our favor then it fails 5 times in a row. This just isn't possible with this % no matter how you want RNG to be a part.

    /boggle
    Yes, yes it is.
  • Options
    haelrahaelra Member Posts: 220 Arc User
    edited June 2013
    mconosrep wrote: »
    That begin my point - at the very least some nodes are bugged or the RNG is insanely streaky.
    Which, in turn, entirely misses my point. It's much more likely that your anecdote isn't how it actually happened -- you're misremembering it, or exaggerating it. Both are very common occurrences among people. I believe this is how the devs see it too; and if you want them to take your complaint seriously, you'll need to offer some hard evidence.
    mconosrep wrote: »
    In any case since I doubt you will find anyone who bothers recording every minute of their game-play, I think you are pretty safe intoning RNG is RNG.....
    I work with RNG's; some of them have been shown to have problems. It's a very rare event. Excepting amateurs' (generally bad) "homebrew" RNG's, finding a previously unknown and provable serial correlation in one could get an author published in a professional journal.

    Pseudo-RNG's can be investigated by rigorous statistical methodologies; if you want to assert that one isn't working right, that's the way to do it. If you can't or won't, then don't be surprised if anecdotal assertions are ignored.

    Other things can go wrong in code, even if the RNG is working perfectly. The threshold for comparison against the RNG draw might be wrong. There can be quite a bit of logic between the actual RNG and the test for success that people claim isn't working right. However, the developers have certainly given that code review, testing, and QC checks on the way to the game going live. If you think there's a bug in something this basic, you have to give them good reason to look into it.

    Again, capture some screen shots or get some video. You don't need every second of your day, just get before and after screenshots of the skill node attempts. Make sure the files have good date stamps on them. Host them somewhere and send a summary and a link to one of the Cryptic reps here. I'd suggest log files, but I don't know if NW's log files record skill node or fusing attempt success/failures. And even if they did, text files are far too easy to fake up. If any of the readers here are certain a skill node is bugged or that the RNG in the game isn't working well, then put the effort into gathering evidence.
Sign In or Register to comment.