With the event coming to a close, many people are questioning the true randomness of the the RNG in Defiance. I think I have an explanation, but it might not be correct. I used to play an MMO on PC where players could upgrade their gear with a % based chance. Example: If a player wanted to upgrade from a +12 item to +13, the success chance was around 0.3% Players in that particular MMO could only got to try an upgrade their gear maybe twice a week. And yet certain people still had all their gear at + 13 and higher. It was always the same people who would "hit" upgrades like that, while the majority of others could play for a year and never get past +11. A developer for that game explained to me why that happened. He said that every players account is assigned a number when it is created. Depending on where the number is on a line, it would further affect a players chance at "hitting" an upgrade outside of the standard upgrade chance %. For a few certain lucky people, they would get an account number that put them in a sort of "hot zone", that caused everything they do to have hidden but better % with anything they do. So if one of these lucky players goes for a 0.3% chance upgrade, the actual chance for them to successfully upgrade would be much higher than the default 0.3%. While everyone else with normally placed account numbers have no type of hidden bonuses and that's why the majority of players never hit endgame upgrades or pull endgame loot. I feel like that type of system is in place with Defiance, because it is the same people pulling orange items over and over and over and over. I've seen people in my clan call out the orange items they've gotten today, one person has gotten more orange items today than I have in the entire 2 week event. I would really like for the developers to go back and check their coding for the RNG, because it doesn't seem to be all together fair and balanced. Not that the current RNG is a bad thing, just that their might be a few logic flaws in the coding that are giving certain players/account better individual chances of procing that weren't caught at the time of the original coding.


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