Solasta: Crown of the Magister

Solasta: Crown of the Magister

View Stats:
GreysonWest Oct 23, 2020 @ 9:37am
Dice Rolls
Anyone else always rolling super low? I only seem to roll 4's.
< >
Showing 31-45 of 53 comments
Silverquick Nov 1, 2020 @ 2:42pm 
Well in all fairness,

There is an actual problem with Dice rolling computer programs as a whole. They have a tendency to select one number over and over again, even though they are supposed to be random.

The way you get around this is to add programming to make sure a single number is never rolled more than twice or three times in a row.

Vermintide 2 went for over a year before they found the issue with Crits and their random number generator.

BG3s Random number generator appears to have a different problem. This one was an accidental discovery by me. I was on a second playthrough and trying to do alternate paths I had not done the first time around. The specific one was a book called Necromancy of Thay. I wanted to see what happened if you succeeded in opening it,

I am not exaggerating when I tell you I load/saved and rolled for a full hour... and in that time only rolled over a 10 three times. So I'm not sure what BG3's issue was, but I did report it to them.

So at least they know to fix it.

Here in Solasta we discovered the Devs had pre-rolled the encounters, so all the dice rolls are done before you even start it.

Latest PATCH they added a feature called "PRESERVE DICE ROLL SEED".... So now you can go into the Settings and take the Check Mark out of the box and it will roll on the spot instead...

I have not had the problem since...

So I believe Solasta may have fixed that issue with that new setting.
Last edited by Silverquick; Nov 1, 2020 @ 2:43pm
DeLastOne Nov 2, 2020 @ 1:27am 
Low Magic Age resolved this very nicely. They gave choice to the player to select a most desired algorythm

So they optimized D20 dice-rolling algorithm for better dice value distribution in small-sample space and better game experience and added 4 alternative D20 dice-rolling simulation algorithms

Valandryl Nov 2, 2020 @ 1:32am 
Well to answer to the OP : yes the RNG is against the player on Solasta. Enemies roll a crapload of 18+, when you have like 25% chance to roll 10+. On the last 3 fights I played, more than 40 rolls done, only 10 of them were 10+ on my side. And this is constantly happening on this game. After 6 hours, I can tell the RNG is biased on this game, which is my main concern about it.

Most of the figths are easy and even with the bad RNG, you'll win (especially with a ranger, who has a very high hit bonus, but my cleric with 16 str almost never hits). Still, it's a problem to be constantly rolling 1, 2, 3 or 4.
Last edited by Valandryl; Nov 2, 2020 @ 1:32am
matthewnorris1 Nov 2, 2020 @ 3:28am 
I was wondering where they get their "seed" for the randomizer?
.O. Nov 2, 2020 @ 4:43am 
Originally posted by Valandryl:
Well to answer to the OP : yes the RNG is against the player on Solasta. Enemies roll a crapload of 18+, when you have like 25% chance to roll 10+. On the last 3 fights I played, more than 40 rolls done, only 10 of them were 10+ on my side. And this is constantly happening on this game. After 6 hours, I can tell the RNG is biased on this game, which is my main concern about it.

Most of the figths are easy and even with the bad RNG, you'll win (especially with a ranger, who has a very high hit bonus, but my cleric with 16 str almost never hits). Still, it's a problem to be constantly rolling 1, 2, 3 or 4.

this is just complete BS caused by confirmation bias. Just the other day five enemies were all beating up on my ranger (16 AC) and over the course of 2 turns they missed nine times and only hit once.
valeran46 Nov 2, 2020 @ 6:43am 
Originally posted by Tomato Juice:
Are you guy sure that you don't get disadvantage rolls?

For example you get disadvantage in darkness and darkness is sadly quite bright in the game.

Nope. Even when I do get the mobs into lit situations two of my four hero's miss during their round. It's rng and exactly why disadvantage due to lighting is just awful.
valeran46 Nov 2, 2020 @ 6:46am 
Originally posted by Valandryl:
Well to answer to the OP : yes the RNG is against the player on Solasta. Enemies roll a crapload of 18+, when you have like 25% chance to roll 10+. On the last 3 fights I played, more than 40 rolls done, only 10 of them were 10+ on my side. And this is constantly happening on this game. After 6 hours, I can tell the RNG is biased on this game, which is my main concern about it.

Most of the figths are easy and even with the bad RNG, you'll win (especially with a ranger, who has a very high hit bonus, but my cleric with 16 str almost never hits). Still, it's a problem to be constantly rolling 1, 2, 3 or 4.

I noticed that in one of my fights. I was rolling 7's-10's and hitting, even with disadvantage. The zombies must have 0 AC.
Plothos Nov 2, 2020 @ 6:47pm 
The rng is poor and the saved seed means you can get throttled with a bad save. The new patch/update adds an option to not save the seed. Hopefully this helps in such situations. I’ve already restarted once because I had one roll over 8 is literally 22 rolls and it was saved to always go that way.
ChaiFox Jan 10, 2021 @ 9:59pm 
the rng honestly feels loaded against the player. I'm honestly regretting this purchase because the combat just turns into a slog of miss 3/4 attacks then watch as the enemy hits nearly all of theirs and you go down in two turns now you can't heal because you just lost the cleric and you cant heal dying team mates you have to stabilize them first but now you're not dealing damage for 2 rounds and still getting hit aaand thats 2/4 party dead and you may as well reload.
Originally posted by ChaiFox:
the rng honestly feels loaded against the player. I'm honestly regretting this purchase because the combat just turns into a slog of miss 3/4 attacks then watch as the enemy hits nearly all of theirs and you go down in two turns now you can't heal because you just lost the cleric and you cant heal dying team mates you have to stabilize them first but now you're not dealing damage for 2 rounds and still getting hit aaand thats 2/4 party dead and you may as well reload.

You can heal dying team mates fine. Also, use healing word when you heal because it has better range and uses a BONUS action instead of an action.

You mentioned you played the game on tabletop in your other post but I somehow doubt you played a 5E game.
Wantoomany Jan 11, 2021 @ 7:57am 
When I said "Blame the dice", I did not literally mean to ascribe agency to the polyhedron
https://www.youtube.com/watch?v=_b47zsPzTLI
gjhall99 Jun 16, 2021 @ 7:52pm 
happens here all the time - well not 4's just that the monsters consistently get higher dice rolls and my party continually misses. My mage can't hit the side of a barn with fire bolt. ranger (archery focused) is probably the best in terms of hit and damage. The other 3 need to retire from adventuring because they just suck.
ZiffyHead Jun 17, 2021 @ 10:24am 
Preserving the seed simply sets the initial state of the algorithm and has nothing to do with changing how the string of numbers is generated.

The seed is the data (the materials) that the algorithm (the machine) uses to make numbers.


An RNG takes a number (the seed) and runs it through a fixed algorithm to generate a fixed string numbers.

For instance if the RNG function was simply, "seed = seed * 10", then it will always return a 10 for the first number, if the seed is 1, a 20 if the seed is 2, a 30 if the seed is 3 etc.

So if the seed was 1, our string would be 10, 100, 1,000, 10,000...

Easy to see the pattern, right?


Real RNG algorithms are more complex obviously, but ultimately suffer from the same determinism and thus have "built in patterns" even though they may not repeat (think Pi), that can't be avoided.

No matter what you do, a seed determines the entire string of numbers that will be generated by the RNG algorithm, because it is 100% deterministic and the algorithm itself serves as "the pattern maker" to the string.

You can only "break" that old string and generate a new string of deterministic numbers, by giving the RNG a new seed to use, but the "pattern" of the algorithm remains unchanged.


So preserving the seed has nothing to do with the algorithm that generates the string of "random" numbers, it simply sets the initial state.

Thus, preserving the seed allows you to preserve the string of "random" numbers (between saves for instance) and has nothing to do with the algorithm that generates them.


The only way to break the determinism of the RNG is to combine it with an outside source, for instance reseeding or combining the output of the RNG, based off of a clock or some other rapidly changing variable.
dmcintos Jul 26, 2022 @ 10:56pm 
yeah sorry, the rolls are f*cked.

Developers, look at it... this NEEDS to be fixed, its seriously ruining the game
Aranador Jul 27, 2022 @ 12:17am 
My fightr got 2 nat 20s, killing trash, then got two nat 1s next turn against the actual important target :P
< >
Showing 31-45 of 53 comments
Per page: 1530 50

Date Posted: Oct 23, 2020 @ 9:37am
Posts: 53