So you don't want actual random in your RANDOM number generator. K.


So you don't want actual random in your RANDOM number generator. K.





Not sure why you can't wrap your head around it. I don't want a system where one person can get their atma from the first fate and another person has to do 200 fates for the same atma. I don't want it to be arbitrarily unfair for the sake of being "good" RNG.


I understand fine, however, it seems you don't. Random is neither good, nor bad. It just... is. That's how math works.
edit: If you want a system other than RNG that is fine, but this talk of good RNG and bad RNG needs to stop :P
Last edited by Aramina; 02-14-2017 at 03:27 AM.





No, you do not understand. Computers cannot be completely random, so "good" RNG and "bad" RNG is referring to how closely they resemble actual randomness. When I say I want "bad" RNG I'm not not asking for RNG that stays out late at night and doesn't eat its vegetables. I want the game to take failures into account. I want the displayed percentages to better match our expectations, rather than telling people they just have confirmation bias and RNG is RNG.


That is not entirely unreasonable. What you want is something that isn't truely random, but more like "random-appearing, but not TOO random" that does take into account history so that long streaks of bad luck (or good luck) don't show up.
One MAJOR problem with implementing that is that you would need to track the state for every combination of <character> and <rng-based task>. That will be a LOT of data to keep track of, unlike today where the RNG just needs a single, global, state to do its work.
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