This is actually the result of trying to counter the case where the RNG rolls repeatedly lean towards giving certain players all the group loot. So it's mostly intentional but the end result still leans towards rolling 100 too much.
There's room for improvement in this behaviour and it shouldn't take much to adjust the way it skews.
Sorry for the teething problems but this part of the system is completely new.
This is an interesting comment. Previously, to my knowledge, all five players made an RNG roll between 1-100. The highest roll received the item.
This comment seems to imply that there is now some additional mechanic that either penalizes a person who has already won loot or boosts a roll of someone who has not won any loot. If this is the case I, for one, am appalled.
RNG rolls can be uneven but over the long run should even out. Anybody with any sense understands this. But an argument can be made for trying to even out short term distribution.
However, if HCS is implementing some additional mechanic beyond a simple RNG roll, it is essential that you not only tell the user base it exists but also explain the precise mechanics of how it functions. Loot distribution is a major element of the game. Everyone can understand a simple RNG mechanic, but once it goes beyond that you need to explain how the system is making its determination. Right now, it appears, there is a complex system disguised as a simple RNG roll.
I'm a little disturbed that such a change was omitted from the original patch notes. It was only after the clear bug that this was mentioned. Then, we are told that the bug is fixed. If it wasn't for a continuation of excess 100 rolls, most would have assumed we were back to a basic RNG system. Clearly, now, there is a greater system at work. So please give a detailed message to the user base describing how this new loot system works, because clearly it is not designed to be a simple RNG formula.
Edited by Doja, 11 July 2014 - 17:28.