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30 Items at 20% Chance to RE Each and Not a Single Hit? Yeah, RIIIIIIIIIGHT....

STAR WARS: The Old Republic > English > General Discussion
30 Items at 20% Chance to RE Each and Not a Single Hit? Yeah, RIIIIIIIIIGHT....

Plicitous's Avatar


Plicitous
02.18.2013 , 09:26 AM | #51
What an inane post. Please refer to the Law of Large Numbers and stop wasting our time just because you had a string of bad luck.

well's Avatar


well
02.18.2013 , 09:46 AM | #52
Quote: Originally Posted by Ahl-Vinn View Post

Just RE'd 2 different items, 15 each, both with 20% chance to RE. And?

NOTHING.

20%? Yeah, right. You're going to tell me that 30 items, each with a 20% chance to RE didn't ONCE hit within that 20% range?

What unseen element is it, exactly, that stops the random rolls in RE'ing from differing? For those of you who don't know, computers are unable to generate truly random numbers; their choice-selections are based off a time-clock, multiplied, sometimes several times within the same algorithm, off of said time-clock. Is it based on the minute? It should be on the hundreths of seconds.

This is far from the first time that I've wasted hundred of thousands of credits, either, in pursuit of the same thing. It wasn't level 47 stuff, either; the Might Mods were level 29, and the Blue Vehemence Crystals were level 31.

We need either a re-write of the "random"-number code in SWTOR, or a queue to guarantee that you get under-50 items to RE after so many tries.

/EndNerdRage

It is just the way it is.I did 30 two days ago.Zero success.On the bright side I have create new swear words.Some of my curse's would make a Drill Sgt blush.

Turshek's Avatar


Turshek
02.18.2013 , 09:59 AM | #53
The real problem is not how it's calculated, it's the use of random numbers in a feature design that's supposed to be fun (it's a game).

I understand they don't want to give all the schematics automatically, I understand they want it somehow luck based, ... but there must be a limit to how many tries you need because at some point, the perceived feeling changes from having just bad luck to being annoyed and frustrated and sometimes even to stop doing that activity or playing.


The thing is it's not rocket science to do something to limit how many tries you need. With just a few lines of code and 1 byte per schematic, you can stop players from being really frustrated at times.

markcymru's Avatar


markcymru
02.18.2013 , 10:16 AM | #54
Quote: Originally Posted by Turshek View Post
The real problem is not how it's calculated, it's the use of random numbers in a feature design that's supposed to be fun (it's a game).

I understand they don't want to give all the schematics automatically, I understand they want it somehow luck based, ... but there must be a limit to how many tries you need because at some point, the perceived feeling changes from having just bad luck to being annoyed and frustrated and sometimes even to stop doing that activity or playing.


The thing is it's not rocket science to do something to limit how many tries you need. With just a few lines of code and 1 byte per schematic, you can stop players from being really frustrated at times.
Finally someone sees the real point !
“He's not fit to be a Supreme Court justice.”

Ainsland's Avatar


Ainsland
02.18.2013 , 10:17 AM | #55
Quote: Originally Posted by asbalana View Post
LOL, my record is 79 misses on a 20% chance. Then I just gave up because I knew that the probability of my missing another 79 times was exactlly the same as the first 79.

RNG is rng. The system is working as intended. It may be terrible, but that is what the devs want and what you have.
Holy crap. And I thought I had the worst luck. I remember going 0 for 40-something and just gave up. But looks like you have me beat.

I did think it was broken at the time. And who knows, it could be? Just like how wz queues sometimes won't pop up for some odd reason until you re-queue.

Blackardin's Avatar


Blackardin
02.18.2013 , 10:24 AM | #56
Quote: Originally Posted by Halacs View Post
Well I understand your frustration, in theory you could RE 80 or even more of them and get nothing. It's a flat 20% chance each time, not cumulative.
No its not. Its an 80% failure rate with no hope of increasing one's chances because there is no learning curve, no skill increase, no ability to improve one's crafting. In short, it is akin to a master carpenter failing to build a header 80% of the time regardless of how long he has been in the trades, how much he has practiced, how much he has learned. The entirety of the system is a failure because of this simple fact.
May the Schwartz be with you....

Blackardin's Avatar


Blackardin
02.18.2013 , 10:29 AM | #57
Quote: Originally Posted by Turshek View Post
The real problem is not how it's calculated, it's the use of random numbers in a feature design that's supposed to be fun (it's a game).

I understand they don't want to give all the schematics automatically, I understand they want it somehow luck based, ... but there must be a limit to how many tries you need because at some point, the perceived feeling changes from having just bad luck to being annoyed and frustrated and sometimes even to stop doing that activity or playing.


The thing is it's not rocket science to do something to limit how many tries you need. With just a few lines of code and 1 byte per schematic, you can stop players from being really frustrated at times.
And this is the extrapolated failure of the system. How many of the 1.5 million subs were lost due to their ignoring this glaring problem. Crafting is a huge aspect of MMOs of this nature, huge.

Honestly, if I were holding stocks in this game I'd be calling for a director's meeting so as to review the many failures of this team an how many subscriptions, players they have driven away as a result.
May the Schwartz be with you....

Missandei's Avatar


Missandei
02.18.2013 , 11:01 AM | #58
Quote: Originally Posted by Ahl-Vinn View Post

Just RE'd 2 different items, 15 each, both with 20% chance to RE. And?

NOTHING.


Go buy a lottery ticket.. After a year of playing a lottery, calculate your profit. Realize how unfair the lotteries are..
Missandei Shadow ...yet shadows can kill. And oft-times a very small man can cast a very large shadow.

Cody-licious's Avatar


Cody-licious
02.18.2013 , 11:01 AM | #59
Quote: Originally Posted by Plicitous View Post
What an inane post. Please refer to the Law of Large Numbers and stop wasting our time just because you had a string of bad luck.
This clearly wasn't a waste of a bunch of other people's time, since it allowed them to brain-dump all they seemed to know about statistics, average, probabilities and of course, Large Numbers. Just because you thought the thread was inane, doesn't mean to say everyone else did.

And as the guy a couple posts above me rightly pointed out, the dissatisfaction is not actually directed to the RNG, it's directed to the virtual griefing that the game developers have introduced with this feature of crafting, that benefits some and crucifies others, in seemingly 'random' proportions. Not exactly a 'fun' aspect of the game at all when you think about it.
55 Mercenary Bodyguard 53 Powertech Pyro
55 Sniper Marksman 55 Operative Concealment 55 Scoundrel Sawbones
55 Sage Seer 51 Shadow Kinetic 55 Assassin Darkness
55 Guardian Vigilance 53 Marauder Carnage

Cody-licious's Avatar


Cody-licious
02.18.2013 , 11:05 AM | #60
Quote: Originally Posted by Ainsland View Post
Holy crap. And I thought I had the worst luck. I remember going 0 for 40-something and just gave up. But looks like you have me beat.

I did think it was broken at the time. And who knows, it could be? Just like how wz queues sometimes won't pop up for some odd reason until you re-queue.
I recall there were some low-level vibroknives and shotguns from the Armstech craft that were actually broken, where the developers admitted that due to a bug, they could not proc a higher recipe -- no matter how many you Reverse Engineered. Of course, just imagine how many greens people trashed in the hope of improvement before they found out this little nugget of information (myself included...)
55 Mercenary Bodyguard 53 Powertech Pyro
55 Sniper Marksman 55 Operative Concealment 55 Scoundrel Sawbones
55 Sage Seer 51 Shadow Kinetic 55 Assassin Darkness
55 Guardian Vigilance 53 Marauder Carnage