So I was running around in Spinward looting skillnodes while waiting for the queue pop, changed instance, looted again, rinse and repeat. I cleared 3 instances (~13 skillnodes in each) and then suddenly they started to drop only trash. No enchantments nor runestones, just trash. So there's a limit for how many skillnodes you may loot, after that limit you get trash.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Its been that way for some time. The limit is based on time, open too many too quickly, you get nothing but junk. All you can do is switch characters or slow down so you are not opening so many so rapidly.
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drkbodhiMember, NW M9 PlaytestPosts: 2,378Arc User
edited April 2015
I once got those damned berries from a Thievery node. It may not be based on YOUR personal collecting, but the collecting of others in that instance.
Similar to the model that they use for the refining and upgrading stones and enchants.
Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
'the model that they use for the refining and upgrading stones and enchants'
Are they throttling something (I hope not upgrade success rate, sometimes it will take me 15+ tries for a 25% success chance) I just thought RNG was a cruel mistress. Is something else at play?
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darkstarcrashMember, NW M9 PlaytestPosts: 1,382Arc User
I once got those damned berries from a Thievery node. It may not be based on YOUR personal collecting, but the collecting of others in that instance.
There's two kinds of trash. If you get only berries or an arcane grimoire or something like that it means someone stripped the node of enchantments and left the junk behind. This is quite rude, since the node doesn't repopulate its drops, and it means someone wastes their skill kit for the 6 silver or whatever the trash is worth. If you don't want to fill your bags with the vendor trash, take it and discard it, please.
The other type of trash indeed comes from looting too many nodes too quickly. This includes "1' Pole", "50" of Rope" and other trash that only sells for a couple coppers. Back when we had Professions half hours, I would make loops in Neverdeath Graveyard to get stacks of tough pelts - and if I looted more than ~20 nodes quickly, I'd start getting the junk drops.
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drkbodhiMember, NW M9 PlaytestPosts: 2,378Arc User
'the model that they use for the refining and upgrading stones and enchants'
Are they throttling something (I hope not upgrade success rate, sometimes it will take me 15+ tries for a 25% success chance) I just thought RNG was a cruel mistress. Is something else at play?
They do not use a RNG to calculate the success of refining or the success of picking up a skill node. Someone explained it in another thread... and I barely understood the concept. It is essentially a way that the house wins more than the gambler... not at all random.
It is based on how many people, in a given time frame, have successfully collected something from a node. The same thing goes with the refining successes and failures.
Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
They do not use a RNG to calculate the success of refining or the success of picking up a skill node. Someone explained it in another thread... and I barely understood the concept. It is essentially a way that the house wins more than the gambler... not at all random.
It is based on how many people, in a given time frame, have successfully collected something from a node. The same thing goes with the refining successes and failures.
And it is complete BS. It would involve alot of fairly complex coding and data interchange among all the players data within the instance instead of a simple one-line RNG. Ridiculous conspiracy theory.
And it is complete BS. It would involve alot of fairly complex coding and data interchange among all the players data within the instance instead of a simple one-line RNG. Ridiculous conspiracy theory.
A central server generating RNG results would not be too complex. I've see too many nasty streaks to believe the RNG is a simple one-liner. Maybe in the client code is one liner. But I think something else is definitely going on beyond the client.
A central server generating RNG results would not be too complex. I've see too many nasty streaks to believe the RNG is a simple one-liner. Maybe in the client code is one liner. But I think something else is definitely going on beyond the client.
Definitely NOT on the client side to prevent hacking/cheating. It is absolutely on the server(s) - whatever instance the player is in has an RNG for that instance. Having a centralized server that all instances contact to get an RNG would be an idiotic performance/networking bottleneck.
Comments
Similar to the model that they use for the refining and upgrading stones and enchants.
'the model that they use for the refining and upgrading stones and enchants'
Are they throttling something (I hope not upgrade success rate, sometimes it will take me 15+ tries for a 25% success chance) I just thought RNG was a cruel mistress. Is something else at play?
There's two kinds of trash. If you get only berries or an arcane grimoire or something like that it means someone stripped the node of enchantments and left the junk behind. This is quite rude, since the node doesn't repopulate its drops, and it means someone wastes their skill kit for the 6 silver or whatever the trash is worth. If you don't want to fill your bags with the vendor trash, take it and discard it, please.
The other type of trash indeed comes from looting too many nodes too quickly. This includes "1' Pole", "50" of Rope" and other trash that only sells for a couple coppers. Back when we had Professions half hours, I would make loops in Neverdeath Graveyard to get stacks of tough pelts - and if I looted more than ~20 nodes quickly, I'd start getting the junk drops.
They do not use a RNG to calculate the success of refining or the success of picking up a skill node. Someone explained it in another thread... and I barely understood the concept. It is essentially a way that the house wins more than the gambler... not at all random.
It is based on how many people, in a given time frame, have successfully collected something from a node. The same thing goes with the refining successes and failures.
And it is complete BS. It would involve alot of fairly complex coding and data interchange among all the players data within the instance instead of a simple one-line RNG. Ridiculous conspiracy theory.
Encounter Matrix | Advanced Foundry Topics
A central server generating RNG results would not be too complex. I've see too many nasty streaks to believe the RNG is a simple one-liner. Maybe in the client code is one liner. But I think something else is definitely going on beyond the client.
Definitely NOT on the client side to prevent hacking/cheating. It is absolutely on the server(s) - whatever instance the player is in has an RNG for that instance. Having a centralized server that all instances contact to get an RNG would be an idiotic performance/networking bottleneck.
Encounter Matrix | Advanced Foundry Topics
And that would stop them?
— (The unwritten rule)