Something is really not right with the RNG Code....
GM 100.0 Lockpicking, had Crystal Ball of Knowledge turned ON and saying, for each and every Lockpicking attempt, "Very Easy"...
Well, I failed to pick the Lock on that Chest some 17 times in a row....
Now, I understant the "streakiness" of the RNG and all that yet, at least to my opinion, with a skill as high as it can get (100.0 GM), the Crystal Ball of Knowledge saying flat out that it is a "Very Easy" task... how is it possible that then, the Ultima Online Code, gets my character to fail at picking that Lock 17 times in a row ?
Perhaps, just perhaps, something here might really be not functioning well in the way that the RNG has been coded to function and should be looked at ?
Just perhaps ?
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You finally found something that is a legit complaint. But with the cost of a lockpick does it really matter.
For example, the RNG could take into account failed attempts to "increase" the chance for a subsequent succesfull attempt....
Like in my example, if one has 100.0 Lockpicking, and the lock difficulty is such that it is "Very Easy" to pick that lock as the Crystal Ball of Knolewdge indicates, then, if the 1st attempt fails, then the 2nd attempt should not have the same odds to fail but, reduced odds to fail and increased odds to succeed...
Basically, to my opinion, the RNG should "remember" failed attempts and weight them versus the difficulty of the Lock and the Skill level being used, and then make subsequent attempts, all of these things considered, less likely to fail and more likely to succeed.
This way, a "streak" lasting 17 fails at 100.0 GM Lockpicking level, and with a Lock that, under these conditions, is "Very Easy" as the Crystal Ball of Knowledge indicates, should no longer be possible to occur, as after the first few fails, at the 3 or 4th attempt or so, the picking of the lock should take place....
My argument being, that a streak of fails can be understandable and acceptable on something difficult even at maxed out skill or even something easy but with a very low skill, but with tasks that are considered easy (or "very" easy...) at maxed out skill ?
No way, long streaks of fails should never happen at maxed out skills and with easy or even "optimal" tasks...
That is at least how I see it.
Previous teams expressed the opinion that they wouldn't touch it with a barge pole
And all this because you broke some lockpicks totay?
With 50% chance rate I have many imbuing attempts on first try. You suggest I will need to have guaranteed failure there first or what?
But legendary also fails say Blacksmith and Imbuing.
I always use Queen Forge for my legendary for the final imbue.
Blacksmith allows u go up as high as 180 with ancient hammer.
Yet we still fail in enhance, artifacts crafting, etc even at legendary.
So in summary, your complain if it’s not a bug then it’s a game wide question which I think it’s a waste of time to ask for a change with just a few post and rants because it probably need a 10 page proposal to justify the change and convince Mesanna and the Dev team and present it via Teams using Microsoft PowerPoint supported by another 50 pages of attachment showing your test data using all templates to prove that the current RNG system is flawed.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
Her RNG was broken.
Never be afraid to challenge the status quo
Who lives down jewellery lane?
Never be afraid to challenge the status quo
i destroyed 22 lockpicks before it opened the chest.
(then i remembered that i could use magery to unlock it)
the next 3 chests opened right away, without breaking a lockpick.
usually when I start breaking lockpicks
I just switch to something else
"Something is really not right with the RNG Code...."
It's RNG, honestly there is a constant tirade of people (Not just the OP) complaining because RNG does not favour them, thats the entire nature of RNG. On a dice, some roll a 6 everytime, some do not, some dont roll a 6 for a loooong time.This entire... 'I'm not getting the results I want, fix it' attitude is becoming soooo tiresome. Some people win the lottery, some don't. Learn to live with it.
By all means ask for a Doom/Gauntlet system but all this crap about 'favoured accounts' etc is just nonsense, its RNG, end of story.
You don't get a chest on every paragon you don't pick the lock on every try.
This has nothing to do with "getting the results that one may want " but, rather, to have a mechanics that was to make some sense and logic....
Being at 100.0 Lockpicking skill is as good as it can get. It is the maximum possible.
If the Crystal Ball of Knowledge says that picking a given Lock ic "VERY EASY", what exactly is not clear about a task being "VERY EASY" if I may ask ?
There is only a lower level to "very easy" and it is, "too easy".
Now, to me, it makes ZERO sense, none, nada, that at maxed out skill, on a VERY EASY Lock to pick, yet, one has to fail 17 times in a row....
It-makes-no-sense-whatsoever to me !!
Now, if it was a Lock that was "too challenging" or even "challenging" I could possibly understand, but on a task tagged as "VERY EASY" ?
No way.
It is just a wrong mechanics, to my opinion, one that gets a player to have to fail 17 times in a row on something which should be VERY EASILY achieved.
If a task is labelled as "VERY EASY" well, THEN, guess what ?
It should be VERY EASILY done succesfully !!!
And infact, this is what happens with spells which, when VERY EASY to be cast, never fizzle and even when they do, it happens in really once in a blue moon, if even....
That is at least the way I see it.
It is telling you won't gain skill.
@Mariah can link you to the ball info. And what those messages mean.
You are mixing two things that are not related.
The game mechanics do not allow you to be 100% successfull at 100 lockpicking. You have proven what others already know.
At 80 you are less successfull.
UO works as intended.
Now argue that the ball tells sucess chance instead of learning something.