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But from what I know, many games "cheat" to avoid bad streaks.
Considering doing the same for lower difficulties...
At that point I would just prefer that you get some increased hit chance overal on the lower difficulties instead of having the game cheat on you.
Try this:
https://rolladie.net/#!numbers=100&high=100&length=1&sets=&addfilters=&last_roll_only=false&totals_only=false
Very easy to get streaks of 5-6 rolls above 70.
Wish more game devs would have used shuffling for their rolls instead. This would at least guarantee that every value would get it's showtime every X rolls.
Humans are inherently incapable of understanding random distribution. Our brains are focused on finding patterns, even where there aren't any. Between apophenia, gambler's fallacy, and negativity bias, the end result is that every game of chance in the history of humanity has had people swearing that the outcome was controlled by something other than chance.
Few cases were more pronounced than in XCOM, where some players spent literal years arguing that they were absolutely positive that the hit rolls were coded to work against them. They brought all kinds of anecdotal evidence to show that they missed 95% hit chances so often that it was proof that the game fudge the dice. And guess what; it turned out to be true. The game did in fact fudge the dice, but in the players' *favour*. Even with special treatment and considerations, some players were convinced that the game was working against them.
Some reading on the matter:
Apophenia:
https://en.wikipedia.org/wiki/Apophenia
Negativity Bias:
https://en.wikipedia.org/wiki/Negativity_bias
Two papers, the first one representing the established understanding and the second looking for flaws in the same. The conclusion for both remains that people are decent at understanding randomness in short and controlled stretches but fall completely apart as soon as there's any kind of distraction or the duration lasts more than a few minutes. The emotional investment of playing a game, combined with the long duration of those experiences, means that we as human beings are entirely unsuited to judge any kind of randomness in that context.
https://www.greo.ca/Modules/EvidenceCentre/Details/perceptions-of-randomness-why-three-heads-are-better-than-four
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5933241/
I partially agree. No matter how much we know that our perception of random is flawed it still feels bad, and it's a lot of mental work to constantly remind ourselves that the patterns we're seeing are a product of our deeply flawed instincts.
I personally prefer grazes to misses for that reason. It's a lot easier to swallow unlucky rolls at inconvenient times when they aren't accompanied by an annoying "miss" text and a sound effect to remind you how bad you just got screwed.
It's subjective taste though. I like it when game systems try to reduce the impact of bad rolls a little. Others would prefer the game to reduce the amount of bad rolls instead (or as well). Some prefer the raw and brutal version we have here. Can't please everyone.
As for the argument that humans don't understand random distribution, it may well be, ther are a lot of things humans don't understand (or don't want to understand because understanding it is against their interests), but on the other hand it's humans who are playing these kind of games which imho should be fun in the first place. Having to constantly reload because of some random calculations is simply not fun, for a lot of people at least, I assume.
But, since I don't think that the dev is going to completely alter the system, I think that implementing one as suggested above (the grace system in AOW3) might be a feasible option.