I am talking about rigging in a more general sense. Say, you farm one place repeatedly. In the beginning its all fine and dandy, the drops are normal. After 10-15 runs however the game recognizes you are doing nothing but farming the same spot over and over so it stops the drops.
I’ve done this multiple times already farming Twin Falls. In the beginning its fine but after 10-15 runs everything stops to the point where the boss itself, a blue one on top of that, drops nothing but gold and yellow items.
First 10-15 runs I’ve found anywhere between 6 to 10 legendaires. The next 20 runs are completely dry, even epics barely drop. The only way to “restart” the drops is to farm another place for awhile then come back.
The question is: why? Everybody knows that the Crucible is by far and wide the best farming spot in the game and as far as I know there are no such brakes there. There is no rule that says “you’ve farmed the crucible for too long now go do something else” so why does it exist in the main campaign?
I’ve done multiple runs(hundreds of them) to the easy to find blue yeti boss and even easier blue bee boss. All runs start strong and stop giving anything after awhile(usually after 20 of them). Furthermore both Path of Exile and Diablo 3 had similar item rigging throughout their history. It makes sense too, otherwise items would be accumulated way faster than through normal gameplay.
Of course it makes less of a sense when we consider the Crucible and how these rules don’t apply there(then again I haven’t done 20 crucibles one after the other so who knows).
Just a reminder of what I told a few times already:
I data-mined Twin Falls once, there were cases when I got 5-6 legendaries in a hour and then zero in two hours. I recorded how much hero kills it took me to get a legendary since the previous one. Used that to get an average chance to get a legendary, at the time it happened to be around 3%. Then I ran a random number generator in math software to emulate this experiment and seen exactly such behavior - streaks of a few legendaries in a row then a long pause. My result was even significantly more smooth that some of the simulations.
Edit: in case you wonder if the data was statistically significant - it was over 1500 hero monsters killed.
Are you daft? Zantai just explained that your thinking is wrong, and why.
Yet you keep posting the same nonsense.
Whatever you are taking, adjust your dosage. :rolleyes:
Edit:
Be that as it may, still doesn´t scream loot tracking and then “adjusting” the drop rates.
Not sure what you meant by that. My post explains exactly that it’s just how statistics work rather than some rigging conspiracy
Adjust your dosage as well. :rolleyes:
After about 15 runs I finally got a legendary. During those runs I’ve killed 50+ normal heroes and 15 blue bosses. Doesn’t this strike you as absurd? Imagine farming Malmouth and having to kill this amount of bosses/blue bosses to get a single leg. Its obviously too far fetched to be possible. And this happens at clear intervals. Sorry but luck doesn’t cover it at this point. Not when the patterns are so abundantly clear.
Okay, you say 50+ heroes and 15 blue bosses. Let’s say it’s 65 heroes, every hero has 3% chance to drop a legendary item (see the post above). So, what are the chances you don’t have a single legendary item with this conditions?
(1-0.03)^65 = 0.138 = 13.8%. Quite possible, if you ask me.
Devs had also rigged enemy spawns. I go to Warden’s Laboratory and there’s a Warden. I go there second time and there’s a Warden as well. Fifteenth time in a row :furious: