Quote:
Originally Posted by Chthon
The synch experiments have shown that GW's PRNG for loot generation is not very well armored at all. It's seeded with zone-in time, and seems to be used exclusively for loot generation. If you really wanted to, it would not be hard to create a bunch of instances with duplicate (potential) loot, farm one instance to see if the loot was worthwhile, then cash in all the duplicates when you finally got lucky.
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This mechanic opens up a lot more questions that have never really been answered. A quick listing of relevant theories on item generation:
- The drop seeds get worse and worse (on average) as you repeatedly farm an instance. The game always claimed that it worked that way in the help messages, and the data I had from Prot Bond farming back in 2005 strongly suggested that this was the case. If you went and played a mission or two then returned to UW, the frequency of ecto drops more or less doubled, and I did enough runs under both conditions that it was extremely unlikely that random chance was the explanation.
Anecdotally, there is additional evidence that tends to confirm the theory. Most UW/FoW groups seem to subscribe to the theory that the noob always gets the good drop from the end chest. Repeatedly farming the instance fits the theory; the players that have farmed the instance the most are likely to be the most skilled, and incompetent players very likely haven't done as many runs. The result would be that the incompetent player is more likely to get a good drop from the end chest on any given run, leading to players noticing a pattern.
Finally, I've also noticed that non-max items such as Bone Dragon Staves only drop from end chests for players that have been repeatedly farming the instance for some time, which also fits the theory.
- The number of players farming an instance affects the seed. I got a very nice controlled experiment during HM Urgoz farming, because I was down there for three weeks before some nitwit posted to Guru. The drop rates on Gold items per hour halved once the instance became crowded, and that sort of change was extremely unlikely to be caused by random chance given the number of runs involved.
- The time of day affects the seed and interacts with the number of players. Gold item drops tended to cluster around the top of the hour once everyone showed up in HM Urgoz. The pre-crowd drop rate prevailed for about fifteen minutes, and then Gold drops would dry up until the beginning of the next hour. No such pattern was observed prior to the large increase in players after the Guru post.
That data isn't exactly current, of course. I don't have anything available from more recent events such as Elemental Sword farming, Chaos Plains, or keg/raptor farming that suddenly exploded in popularity after a Guru post, so some or all of the above explanations may no longer be true. There is countervailing evidence that current UW ecto drop rates seem to be consistently replicated by players even after numerous runs, which suggests that at least some aspects of the drop code have changed since 2005-2007.