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I feel the Early Days are just for nostalgia, or those who want to experience them. I would rather they release the PS Games like Duelist of the Roses that had experimental and unique Game Play. Though getting to play the Dungeon Dice Monsters might make it worth getting at some point.
1 pod of greed, into tomato and the field spell that buffs the attack of dark monsters.
What are the odds?
Absolute ♥♥♥♥♥♥♥♥.
I cant get 1 UMI in 5 mid size matches, but the AI can make the same super unlikable turn or always has that one card that ♥♥♥♥♥ me up.
that chance is 0,06%, must be the chance that you get a good card from their boosters.
konami is retarded
That's a scary way to write 6.25% lol
that is indeed a possible number
i looked into the deck
pod of greed 1/40
potato 3/39
field spell 2/38
to have this in two successive matches is 0,00000001 = 0,0000001%
You're supposed to withraw two 0s when converting into percentages, not one. Even then, that's very far from true.
Chances of it happening once are ~0.68%. Two consecutive times is that squared -> 0.0046.
So a tad less than a 1/20k chance.
Unlikely, sure. That's even probably the most unlikely event that people have been calling evidence of cheating in this thread. Still not close to compelling though.
what exactly is compelling?
Is there a replay function against bots?
Heck even in real life it rarely works the way we THINK it should. Flip a Coin 100 Times and you are unlikely to actual have it be 50/50.
Very simply put, computers can simulate randomness by 1) picking a large number, "a seed" (for instance, the amount of units of time your computer has been on for, that is stored somewhere in the memory) and 2) whenever you need a random number, taking that seed, performing a set series of operations on it (the "pseudo-random generation algorithm"), which gives you a new number, and modulo-ing it according to your needs. Then 3) the new number replaces the seed and will be used for the next operation.
For instance, let's say you've got a 20% chance to get a rare drop.
Your seed is 115462, and your algorithm is just a 1.1 multiplication.
You do 115462 * 1.1 = 127008. Since you want a number comprised between 1 and 100 for your roll, you do 127008 % 100 = 8.
8 < 20, so you succeed.
Next time you need a random number, you'll use 127008 as your base number. The algorithm doesn't change, only the modulo if needed.
(This is just one way of generating random numbers btw)
I hope that made it clearer. :)
The thing is, people don't usually go and design their own algorithms for simple stuff like games. It's not worth the trouble, and they'll usually just use one of the tried and true ones, like the Mersenne twister for instance.
And these algorithms obviously can't replicate actual randomness, but they've been tested time and time again and are extremely efficient for simple stuff like generating a starting hand. Imperfect, but definitely not imperfect enough for casual Yu-gi-oh players randomly identifying actual patterns.
In all likelihood, a 1/20k event like this doesn't occur "because computers can't actually simulate randomness", it happens because stuff like that just happens.
A starting hand is 5 cards, so the math is more like (1/40 + 1/39 + 1/38 + 1/37 + 1/36) * (3/39...3/36) etc... to the power of two.
And what isn't compelling is an isolated 1/20k event as evidence the game is rigged.
What situation would have to acrue that it would be compelling?
A properly documented pattern. Or at least something that would even remotely look like one.