ok, as far as I can tell one has not been proven in any way, shape or form yet however (admittedly it is not easy to prove either, even if something were wrong), so let’s focus on 2 for now
When I say that perhaps Crate should cater more to RNG complainers, I was referring to consideration of the second issue. Because when people complain about the RNG, often what they’re really complaining about is the lack of dependency on previous events.
as I mentioned earlier, to a small degree we have that with the game keeping track of which uniques dropped during your session and rerolling if the same one drops again (but if it then still is a duplicate it still drops) to reduce duplicates.
If you want to go beyond that, it might become rather involved, but it would be an option, at least in theory.
I don’t know what you’re saying here: first you said “given the number of units sold I’d say we have a negligible amount of RNG complainers” implying an inverse relationship between # of units sold and # of RNG complainers. Then you said, “the more users there are, the more users that will complain about something” implying a direct relationship.
I did not imply an inverse relationship, I was pointing out that despite the sales this is a very small number of players, so a very small percentage, something like 0.002% or so.
Whatever the case, like I said both of us are merely speculating at this point with zero actual evidence.
agreed
- HTML scrape reviews on Steam for keywords like “RNG”, “dupes”, and “shitty drops”. The official Steam API doesn’t support retreiving review information (yet).
anecdotal evidence at best. If I roll a die 10,000 times, do you expect me to get four 6s in a row or not ? The likelihood of that happening more than once in that sequence is actually quite high. So if enough people roll a die 10 times, some are also bound to have four 6s in a row and then wonder, even if that is only to be expected if you just do it often enough.