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meganoth

meganoth

48 minutes ago, Ricowan said:

Fatal already replied to this with "Now the seed used for the random generator could cause issues if not varied enough or reused/repeated."  The "seed" is what is used to change where in the pre-generated list of random numbers the game starts, when picking new random numbers.  The seed probably just needs to be changed more often, and it sounds like the devs are looking into that.

 

The seed does not need to be changed at all, it just needs to be sufficiently random when you start the game. This is why date+time plus timings of user input and mouse movements are often combined to get a good seed.

 

To my knowledge Fataal did not inditacte anywhere that they are looking into that. Until now nobody could show them that a problem really exists.

 

Players often fall into the psychological trap of seeing patterns that they deem non-random, but the occurence of patterns IS truely a sign of randomness. If you throw 5 dice and get all 6's, then it doesn't tell you the dice are faulty. But if you threw those dice a million times and it would never show that pattern, THAT would indicate they are not random.

 

Look into the forum of every RPG or wargame and you will find people who complain about the RNG not being random because they saw a spectacular series of good or bad events. The problem is that when 1 million players play a game, there is a good chance that one of them will see a one-in-a-million event

meganoth

meganoth

45 minutes ago, Ricowan said:

Fatal already replied to this with "Now the seed used for the random generator could cause issues if not varied enough or reused/repeated."  The "seed" is what is used to change where in the pre-generated list of random numbers the game starts, when picking new random numbers.  The seed probably just needs to be changed more often, and it sounds like the devs are looking into that.

 

The seed does not need to be changed at all, it just needs to be sufficiently random when you start the game. This is why date+time plus timings of user input and mouse movements are often combined to get a good seed.

 

To my knowledge Fataal did not inditacte anywhere that they are looking into that. Until now nobody could show them that a problem really exists.

 

Players often fall into the psychological trap of seeing patterns that they deem non-random, but the occurence of patterns IS truely a sign of randomness. If you throw 5 dice and get all 6's, then it doesn't tell you the dice are faulty. But if you threw those dice a million times and it would never show that pattern, THAT would indicate they are not random.

 

Look into the forum of every RPG or wargame and you will find people who complain about the RNG not being random because they saw a spectacular series of good or bad events. The problem is that when 1 million players play a game, one of them might see an event that has the probability of once in a million.

meganoth

meganoth

43 minutes ago, Ricowan said:

Fatal already replied to this with "Now the seed used for the random generator could cause issues if not varied enough or reused/repeated."  The "seed" is what is used to change where in the pre-generated list of random numbers the game starts, when picking new random numbers.  The seed probably just needs to be changed more often, and it sounds like the devs are looking into that.

 

The seed does not need to be changed at all, it just needs to be sufficiently random when you start the game. This is why date+time plus timings of user input and mouse movements are often combined to get a good seed.

 

To my knowledge Fataal did not inditacte anywhere that they are looking into that. Until now nobody could show them that a problem really exists.

 

Players often fall into the psychological trap of seeing patterns that they deem non-random, but the occurence of patterns IS truely a sign of randomness. If you throw 5 dice and get all 6's, then it doesn't tell you the dice are faulty. But if you threw those dice a million times and it would never show that pattern, THAT would indicate they are not random.

 

meganoth

meganoth

43 minutes ago, Ricowan said:

Fatal already replied to this with "Now the seed used for the random generator could cause issues if not varied enough or reused/repeated."  The "seed" is what is used to change where in the pre-generated list of random numbers the game starts, when picking new random numbers.  The seed probably just needs to be changed more often, and it sounds like the devs are looking into that.

 

The seed does not need to be changed at all, it just needs to be truely random when you start the game. This is why date+time plus timings of user input and mouse movements are often combined to get a good seed.

 

To my knowledge Fataal did not inditacte anywhere that they are looking into that. Until now nobody could show them that a problem really exists.

 

Players often fall into the psychological trap of seeing patterns that they deem non-random, but the occurence of patterns IS truely a sign of randomness. If you throw 5 dice and get all 6's, then it doesn't tell you the dice are faulty. But if you threw those dice a million times and it would never show that pattern, THAT would indicate they are not random.

 

meganoth

meganoth

33 minutes ago, Ricowan said:

Fatal already replied to this with "Now the seed used for the random generator could cause issues if not varied enough or reused/repeated."  The "seed" is what is used to change where in the pre-generated list of random numbers the game starts, when picking new random numbers.  The seed probably just needs to be changed more often, and it sounds like the devs are looking into that.

 

The seed does not need to be changed at all, it just needs to be truely random when you start the game. This is why date+time plus timings of user input and mouse movements are often combined to get a good seed.

 

To my knowledge Fataal did not inditacte anywhere that they are looking into that. Until now nobody could show them that a problem really exists.

 

Players often fall into the psychological trap of seeing patterns that they deem non-random, but the occurence of patterns IS truely random. If you throw 5 dice and get all 6's, then it doesn't tell you the dice are faulty. But if you threw those dice a million times and it would never show that pattern, THAT would indicate they are not random.

 

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