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About game generation

Posted: Sun Jul 13, 2014 10:58 pm
by GlassGo
Sometimes (Nightmare) your game give you 1-2-3 rare on almost every level, many blue, purple, red items. Also such games usually contain more unique artifacts, and they often just lie on the floor.
In this case game is more dangerous, but more rewarding - you always have what to equip.

And sometimes (Nightmare again) your game don't give you rares, and most of loot drop is wite, almost no artifacts except guaranteed.
And this tipe of game - more safe till some moment, but INCREDIBLE BORING.
It's pure waste of time, and such crap occurs in over 50% of generated games.

Who knows the reason for this?
How to make the game always was generated by the first variant?

Re: About game generation

Posted: Tue Jul 15, 2014 12:05 am
by Sailorhudin
i think its apsolutley random. once you get rlly bad loot, and 1 game i goot like 4-5 tier 2 artifacts in tier 1 dungeons, lying on the ground.

Re: About game generation

Posted: Tue Jul 15, 2014 9:27 pm
by Marson
Also keep in mind that certain starting areas won't contain named monsters except the zone boss. I believe Trollmire is now one. I think there's one more, but I forget which.

Re: About game generation

Posted: Wed Jul 16, 2014 1:52 am
by GlassGo
If it was random, now why it was in first case - many rares+artefacts everywhere, in every location, and in second case - whitewhitewhite shitty wite drop and so few artifacts as possible?
Random doesn't work so.
It's look like broken code responsible for drop generation.

Re: About game generation

Posted: Wed Jul 16, 2014 4:11 am
by HousePet
Random does work so.

Re: About game generation

Posted: Wed Jul 16, 2014 4:50 am
by GlassGo
If only broken random, yes.

Re: About game generation

Posted: Wed Jul 16, 2014 5:34 am
by HousePet
It would have to be even more broken to do what you are suggesting it does, as the rng has no idea how the number it spits out is used.

Re: About game generation

Posted: Wed Jul 16, 2014 11:38 pm
by GlassGo
What I want is first variant with reach loot drop be persistent.
I don't like that 50% of time, spent on game, it's just pure waste of time when you have shitty white loot all around, no artefacts, etc.
I think it's no good, or it's bad, how do you think?
So, maybe there is some fixing, that can help?
I feel game need that fixing.

Re: About game generation

Posted: Thu Jul 17, 2014 4:46 am
by HousePet
The problem doesn't exist. There is nothing broken.
Every boss drops at least one artifact.

Both situations you describe are just extreme ends of a random probability.

Re: About game generation

Posted: Thu Jul 17, 2014 2:14 pm
by GlassGo
Problem does exist.
And it's not "extreme", it happens regularly to my great regret.

Re: About game generation

Posted: Thu Jul 17, 2014 2:25 pm
by GlassGo
HousePet wrote:Every boss drops at least one artifact.
Of course he drops artifact.But don't you see the difference between "only bosses drop artifacts" and "bosses drop atrifacts, vaults have artifacts, artifacts just lie on floor, usual and rare drop artefacts too"?

I just want to say, that from the standpoint of satisfaction from the game, it would be very good if 30-40-50% of my game begin to be more rewarding.
Now I'm forced to drop games where I have not loot, artefacts and money.
And it's abour OK, 30% of all runs.

Re: About game generation

Posted: Thu Jul 17, 2014 2:34 pm
by Marson
A human's ability to perceive probability (odds, randomness, etc.) is very poor. If a music player uses a true random shuffle, people complain about it playing two songs in a row by the same artist. Well... that's true random. Randomness clusters. Most music players use a special algorithm for their shuffle feature to make it what people *think* is random.

Re: About game generation

Posted: Thu Jul 17, 2014 7:33 pm
by Suslik
Just play a little further. Approximately at dreadfell you stop noticing if you character is well- or poorly-equipped because you usually have all equipment slots occupied with something you're more or less satisfied with. Most other roguelikes rely on randomness by far wider and tome is one of the greatest examples of rng being negated in most playthroughs. There are only very few random events that really matter: light escort, track escort, sleep teleport escort and burning star and that's probably it. Even if none of those happen the game is still pretty doable but may get more tedious/dangerous on higher difficulties.

Re: About game generation

Posted: Fri Jul 18, 2014 12:24 am
by GlassGo
You are all talking bullshit.
I played such game till end, and till and is white drop and minimum in artefacts.

IF it was random, I would have found white-green drop in one zone and no rares creature, and normal blue-purple and many rares in another zones.
But it is not so!

And I can always say what kind of game generated this time - if you see 2-3 rare creatures in tier1\tier2 zones per floor - all is fine.
I played at least a few dozen games, and these signs never failed me.
So what random do you mean, when in half cases I got boring nonsensical game, because if you get shitty loot all the way, at some point your char is guaranteed dead.

So if it is normal working random, maybe someone should improve it?

Re: About game generation

Posted: Fri Jul 18, 2014 1:43 am
by HousePet
You sure you haven't accidently played on different difficulties?

I don't experience much variability in loot quality.