Greetings! I've been rifting quite a bit lately, as I'm sure a lot of us have, and I've got a couple questions for anyone that can provide some personal experience or some linked evidence from Blizzard to explain. Are rifts totally randomized, i.e. tile set is random, pattern of map is random, color scheme is random, mobs are random? Or are there some rifts that are "set," i.e. tile set, color, mobs are random, but pattern of map is not? Or is it a combination of both?
Here's why I ask/what I've experienced: a lot of players seem to be getting the "long hallway" rift, or the "giant jail" rift, which might suggest that there are SOME rift configurations that are "set," at least to a degree. Now, RNG being what it is, it COULD simply be that those map patterns have been put together completely randomly, and since the player base is gigantic, a lot of people have seen them.
What, precisely, happens when one opens a rift? Does the game "roll" the rift, perhaps with a chance to roll a "long hallway" or a "giant jail" pattern? What about some "set" monster patterns? Some people have gotten rifts with a level of nothing but gobs; others have gotten them with levels that contain several gob packs; others still have seen Whimseyshire mobs in their rifts (me included). However, these don't seem to occur with the same frequency that I see any/every other mob in the game in rifts. Again, this could just be RNG messing with our heads via sample size, but somehow it feels intentional to me, at least to some degree.
So what do you think? Truly random (everything is randomized, we just see these "patterns" because of the giant sample size), drawn from a set (there are many pre-configured rift map patterns, one of which is randomly drawn and then filled with random mobs), or a combination of both (you get a CHANCE for a pre-configured map pattern, but you don't necessarily get one every time)?
i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
Rifts are made on game creation, and on rift closing.
Their was or still is a glitch, to allow you to enter a rift without the need of opening a portal, which showed that they are generated BEFORE you open a rift.
Some rifts are special set layouts, long hallway, giant jail, massive desolate sands are just a few, the mobs/lighting are random though, always random. But it seems that what they have for "random rifts" are not really THAT random, most are easily identified to counterparts that already exist in normal acts.
I don't know that the "long hallway" one isdefinitely RNG; that seems like it would be a pretty low chance to happen given all the possible tile sets and map patterns. There are so many rift levels that I enter with other, random players where they say something like "oh, I like this one" or "I had this one yesterday, it sucks," etc. It just doesn'tfeellike it's 100% random, but I haven't seen any conclusive Blizzard proof either way. Anyone have a blue post or article to shed some more light on this?
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i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
The word "random" is used for many different things by ordinary people, some of which are inaccurate, and often in contradictions with each other. For example, the lottery is random, but the chance of winning is clearly not 1/2. It is uniformly random in which 6 balls gets picked, but not uniform in terms of whether you win or not. True random also means streaks, which often is what people says is not random. If you flip a coin a hundred times you are more likely to see a streak of 7 of the same flip than you don't.
Anyways, my guess is that the game randomly picks a tile set/template (which may or may not be uniformly random), then generate the map in terms of that template. The template maybe a single map with variable interior, like the outside areas in campaign, or be a tileset, like the dungeons. I mean, the map cannot be truly, completely, uniformly random when your exit always points to the upper right, can it?
You can get randomness even in a corridor. Aside from the RNG picking that template, you can set the length of the corridor to be uniformly random between 50 and 100 tiles, for example. I do believe there is a special template for generating these kinds of maps, though, perhaps a map template with only 1 tile.
But if a map template had only "1 tile" and randomized from there out, wouldn't that account for more variation rather than less? I agree that we all know that a lot of the vanilla "random" maps weren't truly random (i.e. most of the outdoor/exterior areas), and that when they appear in a rift they make it SEEM less randomized. But I'm saying that the ones that have the most potential for true randomization (e.g. interior corridors such as sewers, jail area, caverns, etc.) are often the ones that seem to "come up" in a certain, specific configuration the most (e.g. "giant jail" or "long hallway").
Past a certain observable point, the pattern crosses the threshold from RNG to intent;where is that point in this instance, and are we there (yet [assuming future possible expansions])?
i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
As for the jail, at least as far as the campaign is concerned, the exterior is fixed, while the cell parts are randomized. The same probably holds for the rift jail.
The cavern maps (I assume you mean Caverns of Araneae?), at least as far as I see, are random, but I haven't seen too many of those yet. One of the problems with that map is the exit direction is fixed, as there is only 1 exit tile. It's actually one of the biggest gripes I have about the RNG map generation of D3 since vanilla, and it isn't only that map that has that problem.
The long corridor maps are most likely created from a separate template of sorts, and not created from the normal sewers generator used in the campaign. The probability of a generic random map looking like that is very small.
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Here's why I ask/what I've experienced: a lot of players seem to be getting the "long hallway" rift, or the "giant jail" rift, which might suggest that there are SOME rift configurations that are "set," at least to a degree. Now, RNG being what it is, it COULD simply be that those map patterns have been put together completely randomly, and since the player base is gigantic, a lot of people have seen them.
What, precisely, happens when one opens a rift? Does the game "roll" the rift, perhaps with a chance to roll a "long hallway" or a "giant jail" pattern? What about some "set" monster patterns? Some people have gotten rifts with a level of nothing but gobs; others have gotten them with levels that contain several gob packs; others still have seen Whimseyshire mobs in their rifts (me included). However, these don't seem to occur with the same frequency that I see any/every other mob in the game in rifts. Again, this could just be RNG messing with our heads via sample size, but somehow it feels intentional to me, at least to some degree.
So what do you think? Truly random (everything is randomized, we just see these "patterns" because of the giant sample size), drawn from a set (there are many pre-configured rift map patterns, one of which is randomly drawn and then filled with random mobs), or a combination of both (you get a CHANCE for a pre-configured map pattern, but you don't necessarily get one every time)?
Their was or still is a glitch, to allow you to enter a rift without the need of opening a portal, which showed that they are generated BEFORE you open a rift.
Some rifts are special set layouts, long hallway, giant jail, massive desolate sands are just a few, the mobs/lighting are random though, always random. But it seems that what they have for "random rifts" are not really THAT random, most are easily identified to counterparts that already exist in normal acts.
For example the prison. I've seen this one often (maybe 5% of the levels (floor)) but with different mobs most of the time.
Another "set" I've seen often is the "Ghost mob" set. Like all the mobs on one floor are all ghost-like mob.
I doubt that there is an "empty" set though... This one is probably pure RNG. Imo, they need to fix this possibility, because it is very anoying.
The "long hallway" set is definitely RNG.
The word "random" is used for many different things by ordinary people, some of which are inaccurate, and often in contradictions with each other. For example, the lottery is random, but the chance of winning is clearly not 1/2. It is uniformly random in which 6 balls gets picked, but not uniform in terms of whether you win or not. True random also means streaks, which often is what people says is not random. If you flip a coin a hundred times you are more likely to see a streak of 7 of the same flip than you don't.
Anyways, my guess is that the game randomly picks a tile set/template (which may or may not be uniformly random), then generate the map in terms of that template. The template maybe a single map with variable interior, like the outside areas in campaign, or be a tileset, like the dungeons. I mean, the map cannot be truly, completely, uniformly random when your exit always points to the upper right, can it?
You can get randomness even in a corridor. Aside from the RNG picking that template, you can set the length of the corridor to be uniformly random between 50 and 100 tiles, for example. I do believe there is a special template for generating these kinds of maps, though, perhaps a map template with only 1 tile.
Past a certain observable point, the pattern crosses the threshold from RNG to intent;where is that point in this instance, and are we there (yet [assuming future possible expansions])?
If a dice has only 1's, what number can you roll?
As for the jail, at least as far as the campaign is concerned, the exterior is fixed, while the cell parts are randomized. The same probably holds for the rift jail.
The cavern maps (I assume you mean Caverns of Araneae?), at least as far as I see, are random, but I haven't seen too many of those yet. One of the problems with that map is the exit direction is fixed, as there is only 1 exit tile. It's actually one of the biggest gripes I have about the RNG map generation of D3 since vanilla, and it isn't only that map that has that problem.
The long corridor maps are most likely created from a separate template of sorts, and not created from the normal sewers generator used in the campaign. The probability of a generic random map looking like that is very small.