So I decided to do a few uber runs this weekend and started farming the keys via mp5 to begin this endeavor. Little did I realize that the deities of the random generation of numbers had conspired against me in a devious plan to consume hours of time and stomp out any kind of reward. However, I settled in and began killing the minions of hell in droves as I wound my way to the keywardens, intent on spilling their entrails across the floor. I did so, and as I sifted through their pockets I found them to be incorrectly named. They had no keys. They had no keys again. And again. and again... and... and...

So yeah, 14 runs and 0 keys. That's a 1/16000 chance roughly. A bit over the top if you ask me.

Q: So how could this be corrected?

A: With the simple thing called a ceiling.

Ceilings, for those that don't know, are basically a way to limit RNG screw. They simply say after X failed tries, the game takes pity on you and gives you what you want. RNG still exists, but in a much more controlled fashion which is good since players can never get screwed to the point of absolute frustration. They can only get the bare minimum which while not good, is better than zero.

Q: How would this be applied to Diablo?

A: Another easy one. Whoever is asking these is giving me softballs.

Diablo has one quest and it has 6 drops. This is 6 ceilings total. Now, for instance, the lowest percent chance of any one of these is 5%. Highest is 100%. So we have 20 steps. Now, we assign level 10 MP as 20, and 0 MP as 1 and we fill in the middle. Now, using such a simple set of numbers, we'd have to bell curve the actual drop percents using this to get the desired numbers (somewhere around 30-35% at MP 5) as otherwise it'd make MP 6-9 worthless but that's fairly simple.

Now, this would add 6 numbers to each character on the servers as well. When you killed a boss, it'd add between 1 and 20 to one of these and then see whether the value is 20 or higher. If so, a key drops. If it is less than 20, you roll normally (using the MP 5 example, it'd be around 33% chance). If a key drops in either case, clear the number back to zero.

So now no one can be thoroughly screwed via RNG, only minorly.

Bonus!

Q: So that's cool for keys and ubers, but I don't care about that stupid ring, I want legendaries! Can you help there?

A: But of course...

Let's pretend that the game keeps track of how many elites you've killed. What, it already does? Fantastic! So we take our ceiling idea and say after roughly 40 elites kill that a legendary hasn't dropped, that elite will drop a legendary. If a legendary drops off anything, the drop code would reset that number. Now, whether this would need to account for monster power is debatable and arguments could be made for both sides.

Next Week: Floors and how they can make it so people stop just running lower MP levels.

So yeah, 14 runs and 0 keys. That's a 1/16000 chance roughly. A bit over the top if you ask me.

Q: So how could this be corrected?

A: With the simple thing called a ceiling.

Ceilings, for those that don't know, are basically a way to limit RNG screw. They simply say after X failed tries, the game takes pity on you and gives you what you want. RNG still exists, but in a much more controlled fashion which is good since players can never get screwed to the point of absolute frustration. They can only get the bare minimum which while not good, is better than zero.

Q: How would this be applied to Diablo?

A: Another easy one. Whoever is asking these is giving me softballs.

Diablo has one quest and it has 6 drops. This is 6 ceilings total. Now, for instance, the lowest percent chance of any one of these is 5%. Highest is 100%. So we have 20 steps. Now, we assign level 10 MP as 20, and 0 MP as 1 and we fill in the middle. Now, using such a simple set of numbers, we'd have to bell curve the actual drop percents using this to get the desired numbers (somewhere around 30-35% at MP 5) as otherwise it'd make MP 6-9 worthless but that's fairly simple.

Now, this would add 6 numbers to each character on the servers as well. When you killed a boss, it'd add between 1 and 20 to one of these and then see whether the value is 20 or higher. If so, a key drops. If it is less than 20, you roll normally (using the MP 5 example, it'd be around 33% chance). If a key drops in either case, clear the number back to zero.

So now no one can be thoroughly screwed via RNG, only minorly.

Bonus!

Q: So that's cool for keys and ubers, but I don't care about that stupid ring, I want legendaries! Can you help there?

A: But of course...

Let's pretend that the game keeps track of how many elites you've killed. What, it already does? Fantastic! So we take our ceiling idea and say after roughly 40 elites kill that a legendary hasn't dropped, that elite will drop a legendary. If a legendary drops off anything, the drop code would reset that number. Now, whether this would need to account for monster power is debatable and arguments could be made for both sides.

Next Week: Floors and how they can make it so people stop just running lower MP levels.