Some people will win twice, however them winning 2x or more has a higher chance than you have to win 2x or more. That’s just how chance calculation works.
If you roll a dice 6 times, it doesn’t mean you roll a 6 100% of the time, the chance is more like 66% the same goes for loot, only this time you have a 5 sided dice you roll 5 times, which gives you more to a 67% chance(edited) on winning an item out of the 5 rolls.
I’m not talking about value, though. Value is, as noted, subjective to begin with. In my example, food (real food) is worth more as a bribe than its cash equivalent.
All I’ve been saying from the beginning is that a BoE does not equal a bag of money. It really doesn’t matter how much money is in the bag.
First of all, you didn’t read that part of my post that said “on average”, did you?
Secondly, how on earth do you think my proposed way of rolling can benefit me personally if everyone else rolls the same way?
I neither know nor care. An object selected at random is not the same as the market value of that object. It just isn’t.
I am not wearing a suit made of money. If you took my suit away and gave me the price I paid for it, I would be justifiably grumpy despite having profited from the wear and tear. My WoW account also is not money. If you took my account away and gave me some shady black-market value, I would also be quite justifiably upset. (If you gave me the amount I paid for it, however, i.e. my total subscription fees paid, I would go home skipping).
Why do you think people should feel differently in a game?
I read it alright, and you’re wrong. The average is wrong. So you’re whole post is based on a wrong assumption of people 100% getting an item if everyone rolls need.
Which means that some person is more likely to win 2x in that situation resulting is some people getting more and others getting nothing.
So there is a much higher chance people end up with stuff they don’t need with your system than stuff they actually need.
Also there is a chance, albeit low, that you’d end up with all items. And nothing goes to the others. That’s why your method is more greedy.
In my situation, 1 person gets 1 item 100% of the time, everyone has the same share.
The chance for it NOT to happen will reduce at each try, but it will never be zero.
But you are right, on average on a large enough data sample it will approach 100%. You gonna need over 10 runs to get over 90%.
it will never average 100% though, because of the wow roll system where if you roll the same number, it doesn’t reroll, it picks 1 person (I think on alphabet) and give it to them instead.
So there will be a discrepancy the more runs you do
although in your case it would be higher than mine (if it’s on alphabet based)
Well, let me offer to you that it forms because of supply/demand ratio. The supply part is quite obvious, while demand means how much people who want to buy it care to pay for it, and the reason they do is because that’s how much they value that item compared to gold.
That’s because it has an added inconvenience of you having to go and buy a new one, which isn’t covered in the default price. And believe me, if that suit was old enough, you’d be happy to exchange unless you needed that suit immediately.
And before you say my objections apply to WoW as well - no, they really don’t, or not to the same extent. You don’t need a BoE that dropped right there and then, and its not that inconvenient to check the AH to sell or buy it.
Allow me to remind you: I am wearing it. Also, there’s a difference between me agreeing to an exchange and you just going ahead and doing it yourself, which is closer to the rolling example.
I will also reiterate my point about the food. If I approached you and asked for a favour, would you be more likely to think favourably of me if I brought you a sandwich or opened my wallet and handed you the price of a sandwich? One is a token of appreciation and the other is a comically small bribe.
Money is not the same as the stuff you can buy with that money, and people do not think about them the same way. You yourself do not think about them the same way at all times. We know this from our discussions about the book.
I actually hate selling things on the auction house to such an extent that I’d rather hawk them on the spot for a tenth of the going rate. That’s not even exaggeration, I’ve literally offered to sell to people for one tenth of the estimated value they’ve just told me.
You would need to repeat it so many times that most of those players have died of old age. Statistics just isn’t convenient that way. The law of large numbers only applies to very large numbers.
What difference does it make for our argument? This applies to both our rolling systems the same way.
Yes, in practice it’ll be more random, this is why I said “on average”. This fact doesn’t suddenly make one rolling system better than the other.
For me it doesn’t, but you and the other hunter seemed to be having a bit of a communication problem and I hopped in to try and square that away. As for how it matters to the other hunter, there is probably going to be an opinion split on whether it’s better for things to happen one way or the other.
I do have an opinion re: how to roll, but I’m not interested in debating it here.
If I needed a sandwich at that moment, it’d make no difference for me. Money is just more universal and therefore more commonly used for that kinda stuff.
They are not the same, because they are used differently, but they are worth the same.
I’m not ready to write that example as an argument to your point, because it works the same way with both items and gold for me. Just because I’m inconsistent in my charitability doesn’t mean the optimal rolling rules should be different.