![]() ![]() I'm not sure what the current implemented or planned list of trader focus is. All Schematics and perk books (double covers people looking for specific stuff, so they technically get 2 trader chances per 3 days) Food and Medical and schematics for such Resources/Vehicles/buildings (like forges/workbenches) and schematics for such Weapons and mods and schematics for such ![]() IIRC Traders are focused around having specific sorts of loot right? So to cover our bases we'd need a specific trader who specialized in each other the following: IMO the reliable way to eventually find loot should be traders. An embarrassment of riches has it's downsides. The loot tables having so much stuff these days is prolly driving down the chances of each individual item somewhat. There are hundreds of books and schematics to roll for. When hearing random, a lot of people expect something like a deck of cards that shuffles the order but still gets you every result in 30 or 60 rolls. I do not think that is on any of TFP's to-do lists, though, even the stretch-goal ones. But if it bumps the chance for a semi-auto mod by 0.5% up to a maximum of +10% (pick whatever numbers make sense and/or are balanced) every time you don't get the mod in appropriate loot, that would help with fighting the RNG demon. IMO it should be very gentle indeed, not something that automatically gives you the semi-auto mod (for example) because that's the last one to Collect 'Em All. What we should be asking for, IMO, is a weighting/rubber-banding system which very gently increases the chance for a loot drop you've never had and (relatively speaking) decreases the chance for duplicates. I don't deny the frustration for RNG not giving you the thing you need - we all experience it. Are you claiming that the algorithm somehow looks at that loot table and has a hard-coded error that excludes only the semi-auto mod from T1? How then would you explain other people who get the semi-auto mod? ![]() You have received other loot from those same tables (given to you by RNG). The mods you are looking for are in the loot tables. They have even given you a peek into the model they used to produce the probabilities. You are apparently a skilled coder so interpreting them will not be difficult for you. The loot tables are there, in plain text, for you to read. They undoubtedly have, but what do you want from them? Like, an e-mail confirming "Yes, Zenji, we know how to do our jobs, here are the results from our regression test."? But based on what I'm seeing, they should want to make sure. All that's left after that is the nature of RNG. Check to ensure they didn't make a mistake with it, that there isn't some kind of pathological corner case, or that it's behaving in a way they do not expect. Do it for however many iterations is necessary for statistical significance. I want them to regression test the loot generation algorithm. The Silencer is a T2 and in the same group as the burst mod you have gotten several of, so just a matter of the RNG gods not giving you what you want. The Semi mod is actually a T1 mod, so with a higher gamestage the other tiers are also being rolled on reducing the chances of seeing them the further into progression you get (not impossible, but you have a higher chance at the lower tiers) That being said here are the groups that control the gun part loot tables: (you can view the entire loot table via the loot file in the data/config folder if you want to see what is where and report an item actually missing) With your sample size it absolutely can be chalked up to 'luck lol' It should not be dismissed because "luck lol".Īt some point it might be statistically unlikely, but that's only after hundreds if not thousands of rolls for the exact loot group. Generate an appropriate sample of games, and run a test where loot is generated. I just want the Devs to do a pass on their algorithm. Sure, you can chalk it up to luck, but at some point, that become statistically very unlikely. I've seen burst and full auto many times. But the rest is just luck.Īnother example: The semi mod. I have not seen a silencer yet either, so might be an oversight. Sometimes you dont see certain things sometimes you do. ![]() Some games I've played, I never ever saw them. In previous games I've played, stuff is mysteriously missing from the loot table. Are you telling me a meat stew is end game amazingness? This also is't new in A19. With their extra +200% sneak damage in A19, they are devastating.Īnd again, it's not just the silencer. It'd make POIs not harder, just more tedious, because I'd resort to a crossbow. If indeed they did make it some kind of super-ultra rare end game item, that would be. In other 7d2d play-thrus I have played, the silencer is readily available practically always, in the early mid-game. A silencer isn't that amazing, unless they changed its rarity for A19. ![]()
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