


*thumbs up*Reading through a lot of these post it seems too many do not understand the difference between perceived randomness and true randomness. Perceived randomness is more of a random that isn't random at all and is easily predictable with pattern cropping up a lot in a series. True randomness is just that, what CAN happen.
The easiest way to point out the difference is using the coin flipping method. In a series of 100 flips, perceived randomness would believe that flipping 5 heads or tails in a row is not possible where in fact it has the same odds of any other pattern of 5 flips.
I don't fault anyone for not understanding the difference between the two since to get a decent grasp of true randomness you have to have some knowledge in mathematics and physics.
Veritasium and Vesauce both have videos on Randomness that might make you think if you wanna know worldly randomness. Veritasium's not random Video https://www.youtube.com/watch?v=sMb0...RG1u-2MsSQLbXA and Vsauce's What is random video https://www.youtube.com/watch?v=9rIy...ature=youtu.be. Take a look at these they will make you think twice on what is really "random"
But a bit more deeper in programming would have been better...
Last edited by Yukiko; 07-30-2014 at 09:12 AM.
Ah yes, I did forget to mention a bit on how this randomness works on the programming level. If you read the OP's opening post with the quoted text, they mention the RNG but add pseudo to it. Yes a computer cannot inherently create randomness. It's an impossible feat for it to do when it's designed to be accurate. If it wasn't computers wouldn't work like they do now. As such, a random list of numbers is used. However it's not just one list, there are a great deal of lists. The calling up of the random function requires a seed to pick a list to use as the call of the function. If you don't want to be unpredictably random you'd use a predictably mutable seed or a fixed seed. I believe this is how older games used the pRNG and you tell this is the case when you can predictably have the same outcome from fresh start of a game from powering it on. Look at games that have an abusing the RNG guide. To prevent an application from having this issue you want a seed that is unpredictably mutable from the onset of the starting of the program you are running. In most cases the random seed used is the current time. This works rather well since the call to current time returns a number that is the number of seconds that have passed since a predetermined date making the result a different seed number every time you call the random function. it's still not completely random but it makes it really hard to predict the seed unless you know exactly what time random was called, how current time returns a number and how random uses a seed that might fall outside the bounds of the number of lists it has to use.
Finally after a number has been generated for use, it's however the coder wants to used it. Since this game uses percentages for success for crafting HQs, Iwouldn't see why it's not the same for atma or alex drops from FATEs. In this case how I've usually see it done is if the resulting number is less then or equal to the percentage odds where both numbers used are in the same scale. Scale begin that if the percentage is a whole number the numbers 1-100 are used.
Computer randomness is is rather complicated and this is mostly a gist of how it works. But even I as a programmer has problems with understanding all of how the random function works because the function is based on what source you are calling it from meaning that in different coding environments will used a different way to call a similar random.
Last edited by Wilksha; 07-30-2014 at 05:57 PM.



yea, but the problem is not only the seed, you can programm complex code around "random()" but you still use that command to generate the number and so the workaround may result in same randomness as when using another algorythm but much more complex. prng tend to have a pattern, no matter what, what we need is a trng but as the OP in its quote said: you need more trials. A good example is when you fire on a net with a prng and let you generate a number out of the result. The more shoots you do, the better randomness you will get - but thats the problem with the server issue...Ah yes, I did forget to mention a bit on how this randomness works on the programming level. If you read the OP's opening post with the quoted text, they mention the RNG but add pseudo to it. Yes a computer cannot inherently create randomness. It's an impossible feat for it to do when it's designed to be accurate. If it wasn't computers wouldn't work like they do now. As such, a random list of numbers is used. However it's not just one list, there are a great deal of lists. The calling up of the random function requires a seed to pick a list to use as the call of the function. If you don't want to be unpredictably random you'd use a predictably mutable seed or a fixed seed. I believe this is how older games used the pRNG and you tell this is the case when you can predictably have the same outcome from fresh start of a game from powering it on. Look at games that have an abusing the RNG guide. To prevent an application from having this issue you want a seed that is unpredictably mutable from the onset of the starting of the program you are running. In most cases the random seed used is the current time. This works rather well since the call to current time returns a number that is the number of seconds that have passed since a predetermined date making the result a different seed number every time you call the random function. it's still not completely random but it makes it really hard to predict the seed unless you know exactly what time random was called, how current time returns a number and how random uses a seed that might fall outside the bounds of the number of lists it has to use.
Finally after a number has been generated for use, it's however the coder wants to used it. Since this game uses percentages for success for crafting HQs, Iwouldn't see why it's not the same for atma or alex drops from FATEs. In this case how I've usually see it done is if the resulting number is less then or equal to the percentage odds where both numbers used are in the same scale. Scale begin that if the percentage is a whole number the numbers 1-100 are used.
Computer randomness is is rather complicated and this is mostly a gist of how it works. But even I as a programmer has problems with understanding all of how the random function works because the function is based on what source you are calling it from meaning that in different coding environments will used a different way to call a similar random.
Indeed there are some really good prng out there, but i had to learn they all have their weakness... In a MMOG you add the number of players, so even when just having a few bias you can be sure someone is feeling/seeing it. Thats why you need failproof systems - a good analogy would be fire alarm! While in most programms you can do a lot trials to keep bias low that will not happen in a MMOG, too many factors compensating the trials... You have to question if the effort in failproof systems is worth the outcome or not, and sometimes as we see in weekly monsterhunting it can be just one line of code to make it disapear...
I think the discussion is moving a bit in the wrong direction because its not really a problem of randomness but more the miss of failproof systems...
Furthermore, the community isnt angered about some odd bias. The problem is that it tends to happen all the time!
That may be just an imagination, but still when players notice it, there is something wrong -> if you let a "worm" randomly move and it drifts bottom left corner you see there is something wrong...
Its not only the RNG, the problem is we have it in nearly everything... What I wonder is why? In 1.x (Yoshi-P version) they have done a lot to eliminate RNG from game, why in hell they gone back to that stupid RNG gamedesign?
http://www.youtube.com/watch?v=itaMNuWLzJo
http://www.youtube.com/watch?v=_tN2ev3hO14
Last edited by Yukiko; 07-30-2014 at 08:24 PM.


This problem is overstated. Random functions in programming are very random and good enough for most uses. You are correct that programming doesn't generate true random results, but you rarely need that level of accuracy.
The difference between true random and very random is only important to complex simulations and other very precise operations. For something like FFXIV that wants to hand out ATMAs or determine crafting results, any modern random algorithm will be accurate enough.
People who believe that the system isn't treating them fairly because it uses very random instead of true random are incorrect. Unless the code actually has a bug, then it's random enough, and people are experiencing confirmation bias, not a flaw in the random computation.



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