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Lotto Exploit (Auto Random) : EverQuest 2 Premium Discussions - Page 2

Posted: May 23rd, 2006, 8:19 am
 
apoc69
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After 1 test I can't really say that my odds improved all that much with chests when I declined on body loot.


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Posted: June 7th, 2006, 11:11 pm
 
serpent15
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I have recently seen a few of the same peopel constantly roll 96's, 97, 98, 99's on masters and other legendary + items.

on crap loot, they roll normal.

it just seems like too much of a coincidence...a chinese farmer rolling 98's and 99's every time. Something doesnt add up.

how does the server generate the random numbers? someone told me they were generated by realtime climate conditions or some crap like that. Is this true/false and could it have any bearing on the lotto rolls?


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Posted: June 8th, 2006, 9:36 am
 
apoc69
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1) How do you know it's a chinese farmer?
2) Why would a farmer group with anyone outside of his/her circle?
3) Sony doesn't say how they generate the numbers. Mostly likely some variation of a time seed.
4) Coding for random numbers has always been tricky and depending on how SoE coded it there may be flaws that someone figured out, and are exploiting. But I would be amazed if this was possible.


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Posted: June 15th, 2006, 1:05 pm
 
serpent15
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1.) I dont. Farmers are commonly stereotyped as chinese...sue me.
2.) The farmers can't solo everything, joining groups is a good way to attain very powerful loots and mastery spells to sell, especially if they know they can win the random...


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Posted: June 21st, 2006, 6:55 am
 
shiara

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I am a wizard an it is just not true. Most of the time I lose on the lotto, some nights i get nothing !


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Posted: June 22nd, 2006, 6:15 am
 
beergeek

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mdx360 (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
ok, this hasnt been confirmed or anything, but the whole radomness of lotto is BS...


I think the disconnect is between how a properly coded RNG produces "true" random numbers (quoted because the numbers can never be truly random) versus your expectation that it should produce a random distribution. In the former case, it is actually common to see streaks of high or low numbers, but if you were to take thousands of samples of /rand 1 100, you will find the number ranges are distributed fairly evenly, with the occassional anomaly.

If you have been keeping your log file on all the time, try using a log parser to sort out every lotto result and sort them according to ranges (1-10, 11-20, etc)


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Posted: July 31st, 2006, 4:05 pm
 
blammo

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random isn't random, it's a formula containing a bunch of things including time.

Try this, and you'll see what I mean: (you have to dual box to see this)

1. Take two machines, log into two accounts, stand your toons near each other.
2. type /random 10 -- on each toon, and with BOTH hands, hit return at the exact same time.
3. Be suprised at how often they both roll the exact same number.

It's not really random. I just don't know enough to make it do what I want...

Another theory, which I can bblieve the results of, is that your character gets a "luck" factor at creation. I have a guildmate who has triple-boxes (3) characters. He and I group together alot with another friend. One of his characters, CONSISTANTLY, wins most of the loot. I parse everything, and this ONE character's lifetime lotto winnings, is more than double the rest of either his, or my, other characters, just by raw items won.


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Posted: August 6th, 2006, 2:52 pm
 
llamapoopy
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Is it possible that they could have done something like that?

(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
Another theory, which I can bblieve the results of, is that your character gets a "luck" factor at creation. I have a guildmate who has triple-boxes (3) characters. He and I group together alot with another friend. One of his characters, CONSISTANTLY, wins most of the loot. I parse everything, and this ONE character's lifetime lotto winnings, is more than double the rest of either his, or my, other characters, just by raw items won


It seems that my friend who has a Dwarf templar constantly wins lotto. I haven't done enough research to see if dwarves win more then other races, but isn't it possible that Sony did something according to your class and/or race? The Gods are supposedly returning when Faydwer comes out. Could this mean that, according to your god, you get specific luck factors? Hmmm, obviously Sony would never admit any of this info because everyone would always be same class each time. But, didn't Dungeons and Dragons have extra luck factors? EQ1 was based on D&D. Maybe there is a connection.


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Posted: August 7th, 2006, 2:00 am
 
Tault_nazeroth

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Random number generators contain MANY variables. It is definately possible to reverse engineer a RNG and find out when the best time to roll is. Back in the day when computers were slow and casinos were new/ish is it possible to buy a slot machine and reverse engineer the code to find out exactly when was the right time to push the button. Its been done before and is probably still possible in older slot machines today. Of course this could be applied to EQ2, except we don't have the RNG code.

Fact is though, programmers have come a long way since then and SOE has been through 6 years of RNG counters with EQ1. You'll be hard pushed to find a flaw in the code, and you definately won't find it by analysing parses.

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Posted: December 28th, 2006, 3:21 pm
 
korpo53
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Simple, just make a macro that does /ran 100 like 20 times, however many you can fit in a macro. Click that macro button like 5000 times, it doesn't take long. It helps if you clear your log first, then parse the log for numbers. You get a random distribution according to every statistical test out there.

All the nonsense about lotto hacking, or luck, or whatever is just that. Nonsense.


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Posted: January 19th, 2007, 9:55 am
 
glibskunkie

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Can this topic be locked as bogus?

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