Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"True" randomness also doesn't change in response to real-time actions. They're random. True randomness frequently results in streaks that feel frustrating or shocking, because the dice do not care about your feelings, and the gambler's fallacy is a fallacy.
Some games just don't allow entering seeds, don't show seeds to the player and don't save seeds (or states of PRNGs). Balatro does.
But that does not change probabilities. 1/4 is 1/4. There is no measurable difference from the player's perspective. Other than save scumming not working since seeds are saved.
Besides, Balatro actually does probability checks as "dynamically" as any other game.
The only special thing Balatro has to do is to keeps RNGs for different elements separated. That is needed to keep seeded runs "stable". Seeded runs would be pointless if playing a Lucky Card would change the contents of the next shop etc. Players playing the same seed would not see the same shop contents, bosses, shuffles etc after the first Ante or so.
The fact that the randomness comes from a seed doesn't change the fact that it's a 1 in 4 chance. If I roll a standard die, cover the result, look at it, and tell you you have a 1 in 6 chance of it being a six, that statement is still correct. Even if I've already seen it's a two. Doesn't matter that the result has already been determined, the odds are still the same. The die roll is still just as random.
Also, you seem to be working on the assumption that there's an alternative to seeded random number generation. That literally *is* random number generation. The only difference in a "non-seeded" situation is a game/program simply sources a seed from your system clock milliseconds, or some other unpredictable source. Computers can't do chaos, they're deterministic logic processors. The good thing is, unless you're a doctorate-level mathematician, you couldn't possibly tell the difference. All standard PRNG algorithms in modern programming languages produce such high quality randomness that you'd need some fairly deep analytics to spot any kind of underlying pattern over billions of iterations. That doesn't generally have any bearing on anything other than scientific computing applications.
Cards, digital or analog, are cards. The skill in cardplay comes either from mitigating possibilities or from cheating them. The entertainment in cardplay doesn't often come from discussions of computer code.
For which purpose it's wrong, because Balatro randomness is almost certainly not humanly distinguishable from the randomness you'd get from real cards or dice. The problem is the people, not the RNG.
Perhaps it is when we decide that we cannot longer see or understand the causes and effect we are content to call it random.
A little less ludicrously digressive, the psuedorandom numbers used in games have cause and effect that are, ultimately, quite easy to understand. However, understanding doesn't break the effect - a good pRNG gives sequences of numbers that don't have patterns you can use except by knowing the key and following the algorithm.
But consider that each unseeded run we start is randomized, isn't it the same? You're still rolling into a random seed which in turn rolls WoF / Space Joker's probability, and it is still 1 in 4 at the end of the day.
> "True" randomness also doesn't change in response to real-time actions. They're random. True randomness frequently results in streaks that feel frustrating or shocking, because the dice do not care about your feelings, and the gambler's fallacy is a fallacy.
Research done by the Princeton Engineering Anomalies Research Program found that some people were able to raise or lower the statistical mean of a quantum random number generator by concentrating intently on it. So if you aren't getting enough procs you probably aren't believing hard enough.
(These studies are highly controversial and there have been issues with reproducing the results, but I choose to believe it because a world where you can shoot mind bullets is more fun than a world where you can't).