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
However I can confirm they're all fine, and you'll just be judging inaccurately due to using too small of a sample size.
From what I've seen from the code the probabilities should be fine, and the numbers aren't cooked (i.e. they don't claim 1/4 then have different odds in for gros michel vs glass breaking and wheel hitting). Someone else also did a number crunch on about ~150 cards and got 29% hit rate with roughly the same number split for resulting editions as in the code: https://steamcommunity.com/app/2379780/discussions/0/4293691221506323823/?ctp=3#c4293691425577911584
I could do a bigger sample size using developer mode, but it'd take longer than whatever method Cosmic used to get 30 wheels at once - I'd have to go to the collection, spawn two wheels, go back to use them, repeat. Plus giving myself new jokers when they all have editions. So since I'm not the one who thinks there's an issue, I'd rather not spend hours doing that.
More importantly, human beings are horrible at judging probabilities from experience. I don't think there's anything off with it in this game.
Does anyone know what the variance in seeds are?
Example: Two runs based on the same seed. Both have a wheel to buy in the shop. Are the randomized outcomes for using the wheel independent of each other with the same jokers owned?
I.E. Does the seed each run is based off of - set the initial random values?
Lua depends on C's rand() function, which is defined as (though this does vary from system to system):
It's a linear congruential generator[en.wikipedia.org] class pRNG, which while it's not great, it's good enough, and it's already discarding the low-order bits (the typical LCG issue) and has a sufficiently large m value.