Hexxen Jan 11 @ 3:06am
Why are the program mechanics in Talisman Online and Prologue rigged ?
I challenge a dev to explain why card selections (adventure and spells) plus dice rolls are continuously rigged (ie. pre-calculated not random)...
Showing 1-15 of 18 comments
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fractured_sanity Jan 11 @ 3:19am 
My die rolls are random.
What have you noticed with set rolls? It might be a bug.
bins  [developer] Jan 11 @ 3:36am 
There are a number of threads regarding this - please search for RNG in the forum. We do not rig or pre-calculate anything.
Hexxen Jan 11 @ 3:56am 
There are very suspect program mechanics at work, 80 rounds with only 1 item drawn, numerous occasions of double 6 then snake eyes rolled...all mathematically suspicious
D3lirious Jan 11 @ 4:09am 
The only issue I have with the dice is that re-rolling with fate always seems to result in getting the same number again. If I can be bothered I'll actually make a log to test this isn't just in my head.
I don't have any issue with the normal dice rolling, and don't see why anyone would care whether the dice were pre-rolled or done on the fly. If anything, pre-rolling would stop people for re-loading the game hoping for a better re-roll.
Giant Demon Bat Feb 5 @ 6:08pm 
Originally posted by D3lirious:
The only issue I have with the dice is that re-rolling with fate always seems to result in getting the same number again. If I can be bothered I'll actually make a log to test this isn't just in my head.
I don't have any issue with the normal dice rolling, and don't see why anyone would care whether the dice were pre-rolled or done on the fly. If anything, pre-rolling would stop people for re-loading the game hoping for a better re-roll.

I'm glad I'm not the only one who noticed this! In my opinion if the developer can't even simulate close-to-random dice rolls in a dice-based game they have epically failed. I mean, that is the entire basis of the game and if it's broken, the game is fundamentally broken. They need to be taken to task for this if they don't fix it, fast.

On a side note, this has been a problem with Prelude since the beginning, too. I've had Prelude for well over a year (bought it directly from the dev well before it came to Steam). They really have no excuse for not fixing it by now.
Artaterxes Feb 5 @ 8:13pm 
Humans tend to search for patterns whether or not they exist...
Cross{x}Hair Feb 5 @ 8:17pm 
I've quit a game mid turn and resumed again at the beginning and rolled different numbers.

I see no signs of rigged. YEs me and 2 of the ai's all rolled 1 for movement last turn, but we also rolled completey different numbers for repeaer and other die rolls.

So yeh....I see no rigging or fixed rolls.
Captain Char Feb 10 @ 10:15am 
Originally posted by D3lirious:
The only issue I have with the dice is that re-rolling with fate always seems to result in getting the same number again.

I started to notice this as well. Then my friends and I started playing the Talisman board game (live-action). We've been playing every second Sunday for the past few months.

I still notice that spending fate yields the same die roll.

Originally posted by Artaterxes:
Humans tend to search for patterns whether or not they exist...

Yeah.
Last edited by Captain Char; Feb 10 @ 10:16am
rospondek Feb 10 @ 10:56am 
Well not exactly rigged but probability of rolling the number human 'wants' or needs is far lower than in AI case.
I've just finished game in which took me 52 rounds on CoC to kill one AI character 4HP. He was always rolling the exact number needed to get to the healer, castle, pool of life or the chapel (yup he get's those cards after left alone almost one after another) when at 1HP. Of course when he was too far I couldn't roll nothing above 3 just to let him get to the point. Even fate didn't help.
Killed him when finally decided to go to CoC. Not by command spell. In pure fight.
So it is ok that not every round we roll 4+ but 52 rounds to get 4 points? C'mon. Noone has such a bad luck.
bins  [developer] Feb 10 @ 11:38am 
"Well not exactly rigged but probability of rolling the number human 'wants' or needs is far lower than in AI case."

No it is exactly the same. The ai uses the same rng as humans (although it might call it more or less times per turn since it also sometimes considers two choice for movement for example to have equal value and will pick one at random)
MauriceBastard Feb 10 @ 4:48pm 
I think built in log of all the rolls + chart showing the statistical breakdown would be a GREAT addition to the game. Having this log would help players see a the actual distribution of numbers from rolls. Perhaps even include a basic explaintion of what "normal" would be for a game and then a way to compare the current game to a "normal" or expected distribution of rolls to see how far off the current game is. Let's just take single die roles as an example (but you could log when two dice are rolled and three dice are rolled separately):

Total Single Die Rolls: 49
Sequence: 1,5,2,1,2,1,1,3,4,5,1 .... (lists the entire squence)

Totals:

11 x 1's
5 x 2's
7 x 3's
8 x 4's
11 x 5's
7 x 6's

Expected Normal:

xxx
xxx
xxx
xxx
xxx
xxx

Deviation from Normal:

xxx

Perhaps even have a way to show the last X number of games so people can see the role history for like the last 10 games, again to help build player trust.

Then you could break the rolls down by player, see who was most lucky with rolls and see if that helped them win.
Noidenous Feb 10 @ 10:58pm 
Learn how number seeding works, people.

eg. create file with fixed sequence of numbers from list of real-time dice rolls and game starts at random point of listing playing each roll sequentially from there.

It's just as random as a die is.

I've pulled off any number of ridiculously lucky 'rolls', but I don't get ♥♥♥♥ed off when it works in my favor, do I? :P
Last edited by Noidenous; Feb 10 @ 10:59pm
jshepler Feb 11 @ 3:53am 
Originally posted by Maurice♥♥♥♥♥♥♥:
I think built in log of all the rolls + chart showing the statistical breakdown would be a GREAT addition to the game.

I doubt the devs would even consider it as it wouldn't really add anything to the game.

Also, not many people would care enough to look at it more than once - and that one time would probably just be out of curiosity because it's there.

Those into theorycrafting might watch the numbers over a handful of games, but since the distribution is pretty even, it'll be mostly a flat line and won't hold their interest much longer than a few games.

I would imagine those into statistical analysis would stick it out longer. After watching game after game with pretty much the same breakdown, they'd realize there's no useful data to see after the first game. I'm not a stastical analysist so I'm only speculating on what they might find useful/interesting past the first game.

Finally, all the butt-hurt kids that don't believe anything they're told about RNGs, will not believe the data either. Then they'll make post after post about how the game is cheating and the data is rigged and that they know [better than programmers] how to make the game truly random.


It'd be interesting to see.. Once.. I doubt it would be important/useful enough for them to take time away from the other things that need done.
Last edited by jshepler; Feb 11 @ 3:55am
MauriceBastard Feb 11 @ 6:54am 
Perhaps better for the game to make a log file for each instance played that you can parse on your own or some community member could make a parser for. Then have the game just hold onto the last 10 or so log files for user review.
Pothocket Feb 11 @ 9:03am 
I think a lot of people just have a hard time accepting how statistics actually work. This game has both sides roll for attack rather than just the attacker trying to beat an armor score. This means combat occurs on a bell curve and results are more consistent in regards to odds of what should happen in the first place.
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Date Posted: Jan 11 @ 3:06am
Posts: 18