We seem to be approaching peak Diablo 3 RNG, as fan speculation about how and when and where items are created grows by the day. Lylirra replied to a grand conspiracy about it on the B.net forums with comforting words about randomization that will make absolutely no impression upon anyone who is predisposed against them.
Lylirra: Hey all!
For clarity, items and their stats are determined at the time that they’re generated in the game world. In most situations, this is when the item physically drops (like from a monster, a chest, or a destructible). In cases where there isn’t a physical drop, items and their stats are determined as soon the game creates them. For example, items from Kadala are generated as soon as they’re purchased. Item types, stats, drops rates, etc. are not determined, or pre-determined, upon creation of a character nor is that kind of information stored in some sort of seed on the character itself.
It’s important to keep in mind that random != uniform or equal distribution. It’s completely natural for random systems to included clusters, and for the human brain to interpret those clusters as patterns (even where there are none).
Thanks for the discussion, though! Theories like this are always interesting, and of course can yield great feedback on and insight into potential related issues. 🙂 I’m going to go ahead and lock this thread up, though, since the theory isn’t actually accurate and I’d like to help curb some of the misinformation.
In parting, for your trouble, I’ll leave you with this.
I won’t repeat my comments from the legendary drop survey post earlier this week, but this sort of thing will continue forever while Diablo 3’s item generation codes remain out of reach of players.
There were countless conspiracy theories and rumors about why and how drops worked and Magic Find functioned in Diablo 1 and Diablo 2, but ultimately fans poked through the code and figured out exactly how item generation worked. That was satisfying, but far from reassuring since numerous bugs and possible exploits were revealed, and there were many ways players could gain an advantage or cheat the system, beyond simply “kill monster X repeatedly.” So with Diablo III, 1) we don’t have access to the code to see if it’s actually working as we’re told, and 2) we know that every piece of software has bugs, especially in regards to random number generation.
I don’t think theories like the one offered by the OP in this post are reasonable, since it would just be dumb on the part of the devs. Why would they put some code on a character that forever limited their possible item finds? However that doesn’t mean there aren’t other bugs or issues that do affect randomization.
Item drops in Diablo 1 were determined by the time the game was created. The uniques possible via gambling in Diablo 2 were set upon game creation and players learned to use packet sniffers to find out of they could gamble X unique in that game. Numerous item types and legendary items in Diablo 2 were undroppable, or 1/1000th as common as they should have been due to errors or mistakes in the coding.
It’s not only possible, it’s probable that similar issues exist or have existed in Diablo 3’s complicated item drop game code, which is why fans are forever attempting to ferret them out.
Destined to Conspiracy
This sort of thing is simply our lot. We are a poorly-evolved mammalian species with brains ill-equipped to accept chance and coincidence. It’s why all human societies have always invented superstitions and witchcraft and gods and curses and so on. We see weird things happen and we want to attribute them to a cause or an agency. That’s true for the real world, but especially true for video games, with good reason. Video games actually are intelligently designed pocket universes, where things do happen for a reason. Either a direct “X leads to Y” function, or else because of a system designed to keep the virtual world running by it’s quasi-random rules.