Made an account on the forums just to ask this one question.
How are the rolls calculated, client side or server side?
I'm looking for some reassurance that it's just me getting unlucky, because sometimes it just feels rigged.
Made an account on the forums just to ask this one question.
How are the rolls calculated, client side or server side?
I'm looking for some reassurance that it's just me getting unlucky, because sometimes it just feels rigged.
If it was client side, there would have been a mod to guarantee 99 rolls within hours.
Feels like that's exactly what is happening. I don't use mods and am completely unaware of what mods exist, so if they did indeed exist I wouldn't know.
See, I've played rogue trader before and rolled a d100 many many times, so I instinctively know the odds of getting those high rolls. Yet somehow, every time there's one or more people rolling the high 95+
Feels like that's exactly what is happening. I don't use mods and am completely unaware of what mods exist, so if they did indeed exist I wouldn't know.
See, I've played rogue trader before and rolled a d100 many many times, so I instinctively know the odds of getting those high rolls. Yet somehow, every time there's one or more people rolling the high 95+
You have to remember that the random roll generation is spread out across thousands of players.
So a bad streak on 1 person does not a pattern make. I've had times where I roll below 50 for weeks on end. Other times where I'll roll 95+ multiple times in a row in a single day.
RNG is RNG.
Definately server side. Client side would be dumb. Now if you ask if they are truly random... maybe they are not. Gamers are more likely to quit for the day, and eventually forever, if they have a bad streek. Getting loot will counter that. So there is a reason why a game developer might want to give poor performing players higher chances for loot.
Will put you on ignore if you can't form a logical argument but argue nonetheless
I swear, the rolls in this game have made me downright superstitious. I 100%, without a doubt believe that sprout luck is not only real, but most likely even scientifically provable.Definately server side. Client side would be dumb. Now if you ask if they are truly random... maybe they are not. Gamers are more likely to quit for the day, and eventually forever, if they have a bad streek. Getting loot will counter that. So there is a reason why a game developer might want to give poor performing players higher chances for loot.
Eh RNG is RNG. I actually ended this tier pretty early despite playing on 4 chars, and the reason is I got an absurd amount of luck. I continuously got 2-3 of the coffers from P8S on multiple chars week after week. To the point I (almost) felt bad. And I'm a competent raider.Definately server side. Client side would be dumb. Now if you ask if they are truly random... maybe they are not. Gamers are more likely to quit for the day, and eventually forever, if they have a bad streek. Getting loot will counter that. So there is a reason why a game developer might want to give poor performing players higher chances for loot.
Of course, there are also other times I felt there is the conspiracy "the game reward bad players with high roll!" But the statistician in me remind me that I'm just being salty :P
Server side on a first come first serve method.
Unless someone else can prove it wrong, the moment someone "rolls" they generate the number which means the next 3-7 people who roll after that, cannot generate the same number (which is why we never have duplicate rolls).
That, or the moment an item drops, the game calculates a hidden number for us that we only see when we roll, but it was already previously chosen for us.
A good example would be when I hit "need" on an item in maps and got a 99, but they were still discussing if we should split the take (first day Elpis maps) and the others were like "ok, ok, roll!" but I already knew all their rolls were pointless, because I hit the 99 the moment it popped up.
Random number requests don't directly use the number generated by the generator. Whenever the generator gets a rand request it generates a number probably in the rangeServer side on a first come first serve method.
Unless someone else can prove it wrong, the moment someone "rolls" they generate the number which means the next 3-7 people who roll after that, cannot generate the same number (which is why we never have duplicate rolls).
That, or the moment an item drops, the game calculates a hidden number for us that we only see when we roll, but it was already previously chosen for us.
A good example would be when I hit "need" on an item in maps and got a 99, but they were still discussing if we should split the take (first day Elpis maps) and the others were like "ok, ok, roll!" but I already knew all their rolls were pointless, because I hit the 99 the moment it popped up.
[0..4,294,967,296] (2^32 - 1)
or
[0..18,446,744,073,709,551,615] (2^64 - 1)
and this number must then be mapped to some smaller range depending on the use case, such as [1..99] for loot rolls or [1..some power of 10] for action proc rolls. Because there are more than 99 possible raw rand values, in the case of loot rolls the Pigeonhole Principle guarantees that there are multiple values that will map to the same result value. Therefore, it is absolutely possible for two sequential rand requests from the generator to produce the same result.
However, it's unlikely that you'll ever see two consecutive rand requests from the generator because of the sheer volume of requests that the generator serves. Even were your entire party to roll in the same 0.1s timepan, it's quite probable that other people have also triggered rand requests between the times each of your party members are served their numbers.
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