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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.
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
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.
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.
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.
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.
https://www.youtube.com/watch?v=_b47zsPzTLI
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.
Developers, look at it... this NEEDS to be fixed, its seriously ruining the game