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Why is the RNG -ALWAYS- stacked against the player?Follow

#1 Mar 20 2014 at 1:27 PM Rating: Default
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Seriously.

This is REALLY starting to **** me off.

My Mission: to HQ an Amateur's Hatchet.

This is now the FIFTH failure to HQ in a row, each time having 65%+ chance of HQ (including two 80%).

Why did this latest one only have 65%?

Because my character decently decided to fail two Basic Touches in a row, despite me being higher than the recipe, and it "supposedly" having a 70% success chance. Trying to get an HQ Ash Lumber is a freaking nightmare (I've had several 4x Basic Touch fails in the same synth), and even some synths where Standard Synth failed twice in a row (supposedly a 90% success chance).

And if that wasn't bad enough, my character somehow decided to fail a Bronze Ingot HQ too. A freaking level ONE recipe. Why? Again, 3 Basic Touch failures in the same synth.

This is just getting plain ridiculous. Fail fail fail fail fail fail fail fail fail. Seriously. And I can't count the number of times it refuses to spit out a "Good" or God Forbid an "Excellent" condition when I can actually use it (yanno when I'm not 10/40 durability or out of CP) and even if when they do, it seems like there's a 90% chance to fail the Touch attempt anyways.

Hate to say it, but it seems like the RNG in this game really blows at times. 70% chance of something beneficial happening? NOPE! Fail Fail Fail Fail. 30% Chance of something bad happening? YEP! Enjoy your failures.

Nnnnnnngh. So frustrating.

If the numbers actually worked like the game claimed they would, I should have HQ'd one of these stupid things by now.
#2 Mar 20 2014 at 1:44 PM Rating: Good
Random is...random....
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#3 Mar 20 2014 at 2:00 PM Rating: Excellent
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It's an Amateur's Hatchet, a level 12 item you'll outlevel quickly enough anyway. It's better to get hit by bad luck making a level 12 item than with something that matters, like when trying to HQ 1 or 2 star recipes or lotting on end game gear.
#4 Mar 20 2014 at 2:04 PM Rating: Decent
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svlyons wrote:
It's an Amateur's Hatchet, a level 12 item you'll outlevel quickly enough anyway. It's better to get hit by bad luck making a level 12 item than with something that matters, like when trying to HQ 1 or 2 star recipes or lotting on end game gear.


It is still frustrating nonetheless.

And God Forbid someone get frustrated when they see ridiculously bad RNG rearing its ugly head.

You do know that no computer can ever produce *TRUE* random, right? And that each game, depending on the seeds and methods they use to generate random numbers varies, right? And that's assuming they don't have any hidden variables they don't tell players about (This is the same developer that made FFXI, the game chock-full of hidden complex variables, mind you).

Oh, look, I *just* failed an Elm Lumber that had a 85% chance to HQ.

That makes _six_ HQ failures at 60-80% today. A 65%, a 72%, a 78%, an 82%, and two 85%.

All in the same session.

But I forgot this is ZAM forums and nobody is ever supposed to get frustrated by crap like this. I look at this, and then I think about later game synths and I'm going "well if it is being this BS now... what is it going to be like later when I *AM* trying to craft something important?"

Edited, Mar 20th 2014 4:07pm by Lyrailis
#5 Mar 20 2014 at 2:11 PM Rating: Good
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#6 Mar 20 2014 at 2:16 PM Rating: Excellent
Lyrailis wrote:
what is it going to be like later when I *AM* trying to craft something important?"


You will have leveled and therefore earned crafting abilities that will ensure your success. This % based success rate is a non-issue when you have enough cross-class abilities and experience combining them to reach 100% for the majority of your attempts.

If earning various abilities and cross-class abilities did not improve your crafting success rate, THAT would be a poorly designed system.


#7Llester, Posted: Mar 20 2014 at 2:18 PM, Rating: Sub-Default, (Expand Post) another stellar thread.
#8 Mar 20 2014 at 2:20 PM Rating: Good
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Lyrailis wrote:

And God Forbid someone get frustrated when they see ridiculously bad RNG rearing its ugly head.

You do know that no computer can ever produce *TRUE* random, right?


Humans are terrible at identifying random number strings. I feel your frustration and I can empathize. I play Blood Bowl online and that game is reliant on a RNG generating dice results. I curse all the time about my rolls (3x 1D6 into 3 1's reroll into 3 1's!) as if physically rolling a dice would be any more significant in generating randomness. But at some point you need to either create a punching bag (in Blood Bowl we call her Nuffle, or create another god/goddess of luck to curse) or just accept that even if you fail 40 times in a row the 41st time is no more likely to pass than the previous one.
#9 Mar 20 2014 at 2:22 PM Rating: Excellent
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Lyrailis wrote:
This is now the FIFTH failure to HQ in a row, each time having 65%+ chance of HQ (including two 80%).
...
If the numbers actually worked like the game claimed they would, I should have HQ'd one of these stupid things by now.


Sometimes you're just going to roll an NQ Yahtzee.

Edited, Mar 20th 2014 6:10pm by Xoie
#10 Mar 20 2014 at 2:24 PM Rating: Decent
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umm what RNG? get your control up and get it to 100% BEFORE you finish it off.

/thread
#11 Mar 20 2014 at 2:25 PM Rating: Good
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Gnu wrote:
Lyrailis wrote:
what is it going to be like later when I *AM* trying to craft something important?"


You will have leveled and therefore earned crafting abilities that will ensure your success. This % based success rate is a non-issue when you have enough cross-class abilities and experience combining them to reach 100% for the majority of your attempts.

If earning various abilities and cross-class abilities did not improve your crafting success rate, THAT would be a poorly designed system.




I hope so, because I'm looking at how even Basic Synth has a "90%" chance to succeed, I've seen it fail twice in a row, sometimes three times in a row.

I'm wondering just how many people in this thread understand how astronomically low chance there is, of failing a 90% check twice, or worse, 3 times in a row actually is? Hint: It is less than 1% chance.

And it happens at least once per session.

That's why I'm thinking that it is either horrible RNG coding, or hidden variables (like FFXI has). Those crafting abilities you get later... do they also rely on % like Basic Touch, Basic Synth, etc? Even Standard Touch that my BSM just got still has a 20% chance to fail (and oh yes, wouldn't you know it, more often than not, if I dare use that on Excellent condition, it fails lol).

I'll try and stick it out, but when I get *consistently* bad results despite the game telling me I should have a good chance to succeed is very frustrating.

When a game tells you "You have an 85% chance to succeed", you don't expect to fail 4, 5, 6 times in a row. That's ridiculous. If that happened anywhere else, you'd very clearly be wondering if the dice weren't loaded.
#12 Mar 20 2014 at 2:26 PM Rating: Decent
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nonameoflevi wrote:
umm what RNG? get your control up and get it to 100% BEFORE you finish it off.

/thread


You clearly won't reading the thread very well, esp not the parts where the abilities themselves were failing repeatedly, etc etc etc.
#13 Mar 20 2014 at 2:27 PM Rating: Decent
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You have skills that make it 100%
#14 Mar 20 2014 at 2:29 PM Rating: Good
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nonameoflevi wrote:
You have skills that make it 100%


Skills that fail.

Like......Basic Touch: 30% chance to fail.

And if you didn't get the impression, I was trying to HQ this Lv12 recipe with a Lv18 BSM. If it weren't for the multiple times Basic Touch or Standard Touch failed when I needed to succeed, I KNOW a couple of those times I could have gotten 100% HQ chance.

But no.....

*POP!*

No 100% HQ chance for you. It is especially ridiculous when you see an Excellent Condition and it is "Yes! Awesome!" *Standard Touch* *POP!* grrrrrrr.......
#15 Mar 20 2014 at 2:37 PM Rating: Decent
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Lyrailis wrote:
nonameoflevi wrote:
You have skills that make it 100%


Skills that fail.

Like......Basic Touch: 30% chance to fail.

And if you didn't get the impression, I was trying to HQ this Lv12 recipe with a Lv18 BSM. If it weren't for the multiple times Basic Touch or Standard Touch failed when I needed to succeed, I KNOW a couple of those times I could have gotten 100% HQ chance.

But no.....

*POP!*

No 100% HQ chance for you. It is especially ridiculous when you see an Excellent Condition and it is "Yes! Awesome!" *Standard Touch* *POP!* grrrrrrr.......


I know this doesn't help your current situation but its the reason it's hard for me to show empathy:

http://xivdb.com/?skill/281/Steady-Hand-II

your 70% chance is now 100%

The last 5 DoH I leveled I pretty much HQ every leve turn in. I will only say that at that (now that I see your level) low of a level you will not have enough cross skills/gear/cp/control/craftmanship ect, to reliable HQ anything.

tl:dr don't worry about HQ till you level up some



Edited, Mar 20th 2014 4:41pm by nonameoflevi
#16 Mar 20 2014 at 2:50 PM Rating: Default
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Quote:
I know this doesn't help your current situation but its the reason it's hard for me to show empathy:

Steady Hand IISteady Hand II

your 70% chance is now 100%

The last 5 DoH I leveled I pretty much HQ every leve turn in. I will only say that at that (now that I see your level) low of a level you will not have enough cross skills/gear/cp/control/craftmanship ect, to reliable HQ anything.

tl:dr don't worry about HQ till you level up some


So basically until you get Lv37 in Culinarian (or is it all crafts?), you're supposed to deal with the ridiculous number of high % fails? And it isn't just trying to make HQ equipment, either. Remember: Higher Quality (even without HQ) = Significantly more XP per item made = More XP with Fewer Materials Needed = Less Gathering Needed = Faster Levelling. So yes, even without trying to HQ stuff, the constant failures are still frustrating.

And then you got gathering. You can increase your chances to gather, but you'll run out of GP fairly quickly if you use it on every node. You wanna know how many times I failed 3/5 and 4/5 to gather 79%-82% chance of Iron Ore or Elm Lumber thusfar?

Answer: Quite a few times.

IMO, I'd rather they either tell the truth in the tooltips (if there's hidden variables affecting it), or they take a look at their seeds so that 70% is really 70% and not something like 40% in reality.

EDIT: And if I recall correctly, doesn't Steady Hand also take quite a few CP to use? I remember the First Steady Hand being quite expensive, 14, 16, something like that.

Edited, Mar 20th 2014 4:52pm by Lyrailis
#17REDACTED, Posted: Mar 20 2014 at 2:52 PM, Rating: Sub-Default, (Expand Post) I don't think OP wants to know how boring this particular game would be without RNG making everything "harder".
#18 Mar 20 2014 at 2:54 PM Rating: Decent
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LucasNox wrote:
I don't think OP wants to know how boring this particular game would be without RNG making everything "harder".

Hint: It's already boring as is.


Don't misunderstand me, or put words in my mouth.

I don't mind RNG.

I don't mind random things happening.

I don't mind "difficult".

I *do* mind numbers not working as advertised on a consistent basis. I should not be failing 5, 6 attempts at 70-85% chance in a single session. Again, is this simply bad RNG seeds being used? Or hidden variables under the hood that they're not showing us?

Edited, Mar 20th 2014 4:54pm by Lyrailis
#19 Mar 20 2014 at 3:04 PM Rating: Excellent
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First rule of RNG: If it's not 100%, assume it's 1%. Murphy hates you, and your little dog, too.

Edited, Mar 20th 2014 5:05pm by Seriha
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#20 Mar 20 2014 at 3:06 PM Rating: Decent
If you spin a wheel with 100 numbers on it, how long do you think it'll take to get 1~5? Yeah usually it would take about 20 tries but it could easily take twice that or more. l2luck you're not cursed. Someone out there believes this game has way too good chances on HQ crafts because they happen to be lucky enough to always HQ.
#21 Mar 20 2014 at 7:04 PM Rating: Good
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Steady Hand (preferably Steady Hand II, which works 50% better for costing only 3 more CP and ensures success on Basic Touch, which is why I highly recommend getting culinarian up to the point where it learns it) is rather vital for building quality (HQ) with anything resembling consistency. Especially with Hasty Touch, which is another vital ability if you don't want to easily blow through all your CP trying to HQ later synths. As far as support abilities go for the number of turns they last, Steady Hand is pretty cheap. You'll pretty much always want to have it active if you're using quality-increasing actions in your following turns, because none of them work 100% of the time normally.

Waste Not (which is not nearly as cheap) is also pretty key, especially for those 40 dura synths; overall it's going to allow you more extra "turns" than Master's Mend (really expensive) will for the CP you spend. I imagine Waste Not II is helpful to have as well but I don't see it as quite as vital as Steady Hand II is (all Waste Not II is really is just the duration of two Waste Nots combined together for a bit less CP spent; the effect isn't any different)

Quality is pretty frustrating to work on if it's your first craft and you don't have your support abilities yet. But once you get things like the above, it's made significantly simpler.

Also, your level compared to the recipe's has no bearing on the success rate of your abilities, as far as I know. The success rates are always exactly what's listed on the abilities (increased if Steady Hand is active, though). If the recipe outlevels you, you simply get lessened returns on all your progress/quality increases (unless Ingenuity is active).

Edited, Mar 20th 2014 9:14pm by Fynlar
#22 Mar 20 2014 at 8:09 PM Rating: Excellent
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OP first of all I think you need a good crafting guide since I didn't see in any of your post mentioning "Quick touch" or "Tricks of the trade", and since you are mentioning basic touch way to much I guess you are probably having a harder time than you should.

You can use this one:
http://www.reddit.com/r/ffxiv/comments/1mh6um/
(make sure your read it in its entirety)

But giving your particular predicament on the actual results, I think you are misunderstanding the difference between plausibility and probability, let me give you some examples:

1) Creating an HQ item with more than 50% chance. Probable: Yes, Plausible: Yes
2) Failing every single action with a 90% chance. Probable: No, Plausible: Yes
3) Failing an ability with 100% chance. Probable: No, Plausible No
4) Every single crafter failing, every single action with a 90% chance in the history of the game. Probable: Hell no!, Plausible: Yes

The fact is, as long as the probability is higher than 0% it can happen, and there is nothing impossible or wrong with it, it is just improbable.

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#23 Mar 20 2014 at 8:27 PM Rating: Good
Crafting benefits from cross class as much or moreso than the battle classes. Between steady hand II and hasty touch from CUL to 37, you can push the HQ chances of most synths to close to 100 even as you are leveling. Add in Byregots Blessing and it's a darn near guaranteed 100% even on high synths.

They recommend taking all crafting classes to 15 before running any one up higher for that reason.
#24 Mar 20 2014 at 8:37 PM Rating: Decent
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I'd actually say crafting benefits a whole helluva lot more. Almost all support abilities for the combat classes tend to be greatly reduced in effectiveness, generally due to not receiving a certain trait from the main class that enhances the ability. (Example: Blood for Blood on DRG after getting its corresponding enhancing trait: friggin awesome. Blood for Blood for anyone else: barely noticeable for your damage, only very noticeable for the enemy's damage on you.)

Crafting support abilities on the other hand are not hampered in any way.
#25 Mar 20 2014 at 9:36 PM Rating: Good
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Lyrailis wrote:
But I forgot this is ZAM forums and nobody is ever supposed to get frustrated by crap like this.

That isn't ZAM. That's life. It might be therapeutic to vent, but it's not pleasant to listen to someone else vent. You should save your venting for stuff that matters. And when it's something that matters, you should probably save it for people you have an established relationship with, rather than venting to the random masses.
#26 Mar 20 2014 at 10:07 PM Rating: Good
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Lyrailis wrote:
Don't misunderstand me, or put words in my mouth.

I don't mind RNG.

I don't mind random things happening.

I don't mind "difficult".

I *do* mind numbers not working as advertised on a consistent basis. I should not be failing 5, 6 attempts at 70-85% chance in a single session. Again, is this simply bad RNG seeds being used? Or hidden variables under the hood that they're not showing us?


Probability is a hard subject that many have trouble with.

http://www.wyzant.com/resources/lessons/math/statistics_and_probability/probability/further_concepts_in_probability

I think tutoring statistics when they were on the laws of probability sections was much harder than anything else, actually.

Let's take an example. You were commenting on a certain skill that failed 30% of the time but was successful 70% of the time. How large of a sample size do you think you'd need to find any discrepancies? Let's say you used this skill 15 times and all 15 times failed. Is this an odd occurrence?

Probability the first chance fails AND probability the second use fails AND probability the third use fails AND .... 15 times =

(.30)^15 = 0.00000001435 = 0.000001435%

Yes, this is odd. Then again, I don't think you're likely to use this skill 15 times in a row.

Is it odd it fails twice in a row?

(.30)^2 = 0.09 = 9%

No it isn't. In fact, if you used this skill 1500 times, you'd expect to fail 135 of these.

If you have a lot of data that heavily deviates from the advertised percentages, then that would be an awesome thing to review. I have some complaints about certain coil turns that I'd love to discuss in a way that doesn't promote Gambler's fallacy but do not have the sample size to do so.
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