Let’s cut to the chase: Bungie has confirmed that RNG adjustments are in place, even if they frame it as an “unintentional bug.” Anyone who’s taken a break from the game likely knows the feeling—when you return, drop rates for exotics and god-roll weapons seem to explode. The longer you stay active, however, the more those rates dwindle, and the odds of desirable perks seem to decrease.
This isn’t as complicated as it sounds. Bungie has a longstanding history of using balancing mechanics that favor new or returning players over those who grind daily, and this trend has been consistent over time, not just recently. They’ve been open about this philosophy in the past. Take Sparrow Racing League (SRL), for example. The mechanics were straightforward: fly through gates for speed boosts. But a curious thing happened: the further ahead you were, the narrower those gates became, making it harder to maintain your lead. Meanwhile, players further behind had wider gates, creating a sort of “catch-up” mechanism that disadvantaged high performers. This leveling effect was a clear attempt to make the game competitive, giving everyone a fighting chance—even if it meant penalizing skill.
Fast-forward to other modes, like the early days of Gambit, and you’ll see similar mechanics. Bungie clearly shows they’re not above altering game dynamics to keep player experiences relatively balanced. So, why would they leave something as critical as RNG completely untouched?
And while some die-hard Bungie supporters might brush these observations off as “tin-foil” theories, not everything can be hidden behind the excuse of a bug. Take, for example, the Eververse store icon, which was blinking on players’ screens for weeks. Bungie claimed it was a bug, but any gamer knows that we’re programmed to check blinking icons. The blinking led players to the store and increased the chances of real-money purchases. Of course, Bungie eventually “fixed” this very convenient bug, but it’s just one of many small, calculated tweaks to influence player behavior.
These aren’t isolated instances; there’s a trend here. I’ve also noticed that rapidly turning in engrams often results in strikingly similar rolls, like pulling the same perk on multiple drops. It doesn’t make sense, statistically speaking, to pull, say, Slideshot on three out of four Rose rolls. Yet when engrams are processed quickly, such patterns emerge across different weapons, indicating mechanics at work that subtly guide RNG.
With player retention being crucial for game data and investor confidence, it makes perfect sense. A game that keeps players engaged, either through bursts of excitement or frustration, is a game that keeps people playing. So why wouldn’t Bungie stack the odds to favor returning or new players? It’s all part of the design, even if the randomness feels skewed to those who grind regularly.
Lets not just ignore the obvious!
Any thoughts?
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4 RepliesEverything is a bug once you get caught
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Titan your cabals, and try again Guardian.
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Perks should be weighted. If everyone has everything that thing is devalued. You deserve a leg up in crucible if you grinded for a roll and got it.
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Come on guys don't be like that. "It was a bug"🐛🪲
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Meh it sounds more like a bug honestly. I even went back to the guns that took me the longest to acquire vs what dropped instantly. Based on how it seems to work I got -blam!- over about as much as I got lucky so I don’t really care. The chase was the fun part imo anyways. Plus they give us access to see who has what and how many people have it with the api access websites use freely, they could have just hidden it years ago if they were being malicious and then we’d couldn’t have had the tool to validate the claim come out overnight. Like it would have been stupidly easy for them to shut us out and keep it going.
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[quote] Anyone who’s taken a break from the game likely knows the feeling—when you return, drop rates for exotics and god-roll weapons seem to explode. The longer you stay active, however, the more those rates dwindle, and the odds of desirable perks seem to decrease.[/quote] 100% see this happening. 241 clears of VoG to get Vex Mytho just to watch casual after casual get it in 1-5 clears. Not just raid exotics either. I know something is going on, but who am I to point it out? Nobody cares what I say. If gold quality drop rates weren't handed to streamers.. then maybe they would make light of it.
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1 ReplyI want the names of the clinical psychologists Bungie hired to consult, a sound and film crew, and the dates their NDA’s expire.
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As we experience more and more of Bungie’s chicanery to manipulate player activity levels, I can’t help but feel like a hapless lab monkey who’s pulling levers to gain rewards, in this case perk combinations, that are weighted to have an extremely thin to vanishing chance of ever be granted. The game can be wildly addictive of itself, so when devious methods are employed to maximise engagement it feels exploitative and morally bereft.
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4 RepliesTake a break, get some food, and come back in 30 min. Then, read your statement. Go to sleep and read it when you wake up. Continue this process until you regain that part of yourself you lost in the process of writing this. I do feel bad for ya, you talk about a company like they kicked your dog. It lives so rent free in your head that you create scenarios to convince yourself of things that sound like survivorship bias. Easy statements to correct. You earn more loot early in the week because of daily and weekly assignments, otherwise your left to rng. Rng, being as random as possible, will develop into a trend from a moment to moment basis. Try bd3, you can go 70-80 runs without finding a drop you want and suddenly get 3 the next 2 runs. Random chance loot means you will have random droughts where you don't get loot. Did the skywatch challenge, took 5 hours, kept playing, and loaded a strike to get 3 double drop engrams. That's not because bungie didn't want me to, it's simply the game rolling value "C" instead of value "B". Then we get to eververse icons. I have not had this since I played d1. Instead, ikora and drifter light up like the north star, 1 of which bungie doesn't care about (gambit) and the other a character that hasn't been valid in 2 years. What's the conspiracy there? Is bungie telling me to put on solar/void/arc at the same time because I get the bugged prompts? No, sometimes things simply happen. Errors occur, and we all know the spaghetti code this game runs on. To attribute any true meaning behind a bug, let alone malicious intent is you just getting lost in the sauce. Wait until real evidence comes out, just enjoy games as you enjoy them and play something else when you don't, you should let something this simply effect you this much. Have a good one; take care.
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1 ReplyUntil it's proven, the whining needs to stop. They're currently investigating and everyone can pee their pants once the results come out but until that time, this is all pointless and very, very dumb.
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33 RepliesThere's no way I'm ready all of that. Of course they make the S-Tier rolls hard to get, duh. Just one of the many ways to artificially inflate a player's time in game.
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100%. Always has been. Don't care one lil bit if people wanna say "tin foil hat" let them grind away with it if they're happy with it (they're not my concern) As long as you know the game you either accept it or don't and move on.
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5 Replies10 years and you kids still don’t understand the word random. You just can’t make this stuff up…
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I guarantee it was somebody’s job to code this in long a go and that person, and their supervisor and their supervisors supervisor got let go, and now there is no corporate memory of it ever having been done. Another forgotten noodle in the jumble spaghetti code.
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3 Repliesthat's a big cry post for a bug(a very bad one for one gun )
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5 RepliesTo add to my tin foil - excesses: I am trying to farm pinnacles and the only drops I get are for class item? 4 in a row - from different sources. What is the mathematical probability of that? My guess: very improbable! ;-)
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Edited by A_mo: 10/25/2024 3:39:05 PM[quote]They’ve been open about this philosophy in the past. Take Sparrow Racing League (SRL), for example. The mechanics were straightforward: fly through gates for speed boosts. But a curious thing happened: the further ahead you were, the narrower those gates became, making it harder to maintain your lead. Meanwhile, players further behind had wider gates, creating a sort of “catch-up” mechanism that disadvantaged high performers. [/quote] I think if we're going to talk about what rng has done to or for the game its important to not blow things out of proportion and accept that there would have to be some form of that system in place in order to keep the game appearing to have some sort of rhyme or reason to it. If you ever played a racing game back in the day the person in the lead just straight up went slower. And you can kind of understand why because no one would have played the game with more than one person if it didn't work like that. There's catch up mechanisms in just about every game where people compete. And with most of them it would probably be a complete mess otherwise. People also seem to not understand the how "randomness" is used in this game and any time they see any kind of a possible pattern they take it as proof that the game is rigged. Most of the less complex stuff makes perfect sense in terms of fairness. Having said that things can get to where its borderline sometimes when you see the same unnatural things happening to the same people for an extended period of time and the best excuse that people put forward is that there's something wrong with the individual. But the cool thing about numbers trapped in a container is that they tend to do karma pretty well. As someone who played themselves into the problematic playtime group, I've been enjoying seeing some people come to the conclusions that they have.