Anyone who seriously thinks the RNG is not broken are the ones making out with good RNG rolls.
One of my guildies got 3 pairs of Leggings of the Insane Tinker within a 24 hour period, not grinding the spawn. I grinded the spawn for several hours, several times, even solo'd it, and didn't receive a single pair.
During Navrey runs or Champ Spawns, generally there is one specific person in our guild that gets 80% of the 120 drops every time, as well as replicas.
The RNG is neither fair or effective, as Draconi researched before leaving. Unfortunately we have lost him, but we still have good Devs to look into these things and fix them.
Does anyone have a time for when they MENTIONED changing the RNG btw? I watched the entire Dev video and yet I could find where they mentioned this.
I do not get a high number of drops, and I do not think the RNG is broken. I think it works exactly as it is coded to work, do I think it is fitting? Maybe, maybe not. Further explanation will follow as I respond to the next post.
Exactly. I think it's a mistake to use a RNG, even a perfect one, for most of the applications it has in the game. It's too frustrating : it creates jealousy (why him and not me, what did he do better?), paranoia (devs have slider of fortune for our character), and doesn't reward the effort.
If players love the Tokuno event drop system, that because there's a solid base of control from the player on whether they'll get something or not. Players don't know exactly when it'll drop (part of surprise and may help against ideas of cheat) but they know that the more they put effort in it, the faster they'll have one. It scaled : if they kill a few critters it will take time, but if they build a tactic and learn how to kill lots of high-end monsters, that will pay and they will get more.
The way you reward players encourage or discourage their different behaviors. If you think the game must be about pure luck, make it a lottery in every corner, use a bare RNG. If you think the game must reward efforts and encourage for example groups or helping each other, then you don't use a strict RNG.
And you can't blame people who use bots when your game rewards tedious little easy tasks and mock those who are trying to make a feat, beat a challenge of difficulty. For an illustration, Heartwood quests/BODs versus Bosses.
Challenges exist in UO? Difficult ones at that? People like the tokuno drop system because they want it all and they want it now, pretty much simple as that. Is this wrong? Not really, but I do think the point drop system is to lenient while the RNG might be far to strict the point system is WAY to lenient.
Of course then, the point system is entirely reliant on the RNG, each time you kill a monster you have a chance to get a drop based on how the rng rolls, if you don't get something you gain points based on the RNG roll, those points in turn force the RNG to roll in a smaller range, thus increasing your odds but never guaranteeing them.
I am not entirely sure how the point system works currently aside from how I described it, but I do think it should be tweak after the RNG is fixed, as it is the basis. The point system should never guarantee anything, it should simply increase your odds up to a certain amount, for items with a drop rate of 5% perhaps increase that to around 30% higher drop rates get a higher percentage chance, but it should be a capped percentage and then relying on the RNG to do its job.
As for Draconi finding the RNG to be broken, this is true, but it is working as coded. It is also fair, while people may think it is not fair it is, as everyone has the same chance of getting the same RNG rolls, just not everyone is lucky enough to get them.
In short as I said before, the RNG is out dated and could use a reworking, also making it cleaner and more efficient means they can create systems such as the point system that rely on it more effectively. But the rolls are fair, the chances are what need to be changed.