I suppose that ultimately this is the one fallacy to rule them all; the misguided belief that all these things that are based on random (or pseudorandom) events are actually controllable. Hence the search for patterns, for double drops and timestamping and loot servers and specific enemies dropping specific loot and anything to maybe hint that the player is in control of the system rather than the other way round.Kahani said:Part of the problem with computer games is that things like this at least sound plausible. While there are various superstitions surrounding dice, for example, most of them aren't actually taken particularly seriously and are just seen as a bit of fun. Someone might have a "lucky" die, but they're not going to spend hours arguing that the laws of physics genuinely don't apply to it. But with computer RNGs, things like the time actually can be used and therefore have an effect. As Tamayo says it's essentially impossible for anyone to actually notice that effect, but the mere fact that it's not physically impossible as it is in other cases lends some extra plausibility that can lead people to believe they've seen an effect even if they wouldn't believe it in a non-computer game.Imperioratorex Caprae said:People are still absolutely convinced that there are server times involved in the drop rate chances, the most prominent is the 7am/7pm myth that it will drop most at that specific time.
But newsflash; this ain't Bubble Bobble. That was a game where almost all the apparently random things actually were controllable, by a series of hidden timers and counters and such (about the only thing that was legitimately honest-to-god actually random was the fireball bubble). Diablo 3 is - so far as anybody can tell - not that game. There's a reason they call it the Random Number God.