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8/28/2018 4:13:02 PM
16

RNG on New Item Drops is Truely Beyond a Joke.

I know Bungie has made it so that engrams almost always give you duplicates of items you already have. This is clearly to keep players grinding for that almost zero percent chance an item they don't have will drop, but the drop rate on items you haven't had is so low that it becomes beyond infuriating. In the last two weeks I have done more heroic strikes that I care to count to try and get the Daedalus Code hand cannon before it become unobtainable forever. I am currently level 63 on Vanguard and I am so annoyed now to have wasted so much time and effort to get nothing but endless duplicates of items I already have. Bungie when you make gridding for items so fruitless you just turn people off the game. Instead of being hyped now for the new content only a week away, I don't think I want to buy it now because I'm so worn out and tired now with playing D2.

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  • Edited by Lyrro: 8/29/2018 2:41:46 AM
    [spoiler][quote]There is a large loot pool and it is one gun, because of RNG you may get it first try or you may never get it. Because RNG. not because bungie deliberately throttle loot, that's legitimately a crazy and paranoid thing to say.[/quote][/spoiler] ~average1959 Through rigorous testing, viewing the constant complaints of players online, and reviewing the testing results of other players on both reddit and Bungie.net, I can say with absolute certainty that the loot system is rigged. The way it seems to work is that, when you take a specific loot pool of (for instance) five items of equal rarity, each item has an equal chance of dropping. So for five items, each would have a 20% chance of dropping, so 20, 20, 20, 20, 20%. After you get your first item, the odds of receiving that item again increase slightly while the odds of receiving the remaining four items decreases slightly. So your odds are now something like 24,19, 19, 19, 19%. Once you receive the second item from the loot pool, the odds of receiving that item again increase slightly while the remaining three items decrease further. So your odds are more akin to 24, 22, 18, 18, 18%. This pattern continues until there is only one item left in the loot pool, with that item having a significantly less chance of dropping than duplicates. The numbers are just given examples, I know Bungie would very likely use a more complex algorithm which includes dozens of items in each loot pool with exotic, rare, and common items having different odds but I figured it best to keep the example simple for the sake of clarity. This theory explains why so many people have the same issue of getting down to one or two items in a loot pool and are unable to receive that item despite hundreds of rolls and supposedly "equal" odds of getting each item. It also explains why the specific item(s) needed vary from person to person as well as why each player seems to have that one specific item that drops over and over again but may not be the same item as the next player. This theory also explains why the exotic duplicate bug appeared, as exotics do have different drop rates with Aeon gear apparently having the higher odds. If the Aeon gear already had a higher drop rate than other exotics and received an increase to drop chance due to the duplicate buff while others received nerfs to drop rates then it makes perfect sense that they were dropping like rain in the rain forest after more players received their first pair. Keep in mind that there are several different loot pools in the game. Crucible, for instance, has different items than strikes or public events, both of whom also offer different items and/or different drop rates from each other.

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