Talisman: Digital Classic Edition

Talisman: Digital Classic Edition

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not random RNG
For devs: can you confirm that RNG in this game isnt random? I get a disproporionately high number of double rolls, especially 1s. I'm quite sure this is no my imagination or mental bias against bad dice rolls.

If its not random (as in like rolling a dice), can it be fixed to be more random?
Apparantly xcom 2 has trully random rolls, despite many complaints on 99% shot misses, but I'm convinced that the RNG in talisman is less random and more predetermined by the game at the beginning, trying to 'even out ' the number of each die roll over the coarse of a game. but the RNG dosen't know how long a game is going to be, so it will surely make mistakes.

*edit*
having read about this it seems that there are problems with random seed in talisman DE.
In which case, why not make the game draw a new seed every turn of play. This would prevent errors with repeat dice rolls that I have seen a disproportionat number of times in many games I have played. After all isn't the goal to make the digital edition as close to the board game as possible?
Last edited by Captainbeastfeast (Rat-ee-JiK); Jul 25, 2017 @ 4:12pm
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Showing 1-9 of 9 comments
UncleJohn65 Jul 25, 2017 @ 4:09pm 
ugh.... not this discussion again..... :(
RaineyAllTheTime Jul 25, 2017 @ 4:12pm 
Yup doubles happen about one time in six with physical dice. So yeah it happens here too. You aren't asking for the RNG to mimic physical dice which they do just fine, you are asking for them to mimic your flawed perception of what random "should" be.
Originally posted by BeardedDork:
Yup doubles happen about one time in six with physical dice. So yeah it happens here too. You aren't asking for the RNG to mimic physical dice which they do just fine, you are asking for them to mimic your flawed perception of what random "should" be.

my perception isn't flawed, I simply want die rolls that more closely represent die rolls in the board game (or any other board game with dice) with fewer clusters of the same number occuring in parts of the game. It i as though the game actively comphensates for a lack of a particular die roll by spamming that number as the game goes on.
Last edited by Captainbeastfeast (Rat-ee-JiK); Jul 25, 2017 @ 4:23pm
Originally posted by UncleJohn65:
ugh.... not this discussion again..... :(
you should know what i'm talking about if you've played that long, lol.
RaineyAllTheTime Jul 25, 2017 @ 9:21pm 
Clusters happen with real dice, all the time. There are only six numbers for the RNG to pick from if the RNG is working properly they are going to come up in clusters frequently. Just like if you were physically rolling them yourself.
Edit: In fact thinking that "clusters" exist at all is a perception issue, your human brain doing it's human brain thing looking for patterns and recognising them where they do not necessarily exist. Each die roll is it's own event with an equal chance of coming up any number one through six, the out come of any previous die rolls or die rolls to come has absolutely no relevance on the outcome of that particular roll.
Last edited by RaineyAllTheTime; Jul 25, 2017 @ 9:25pm
caboos15 Jul 25, 2017 @ 11:56pm 
This thread from the devs will help explain how the in game dice work http://steamcommunity.com/app/247000/discussions/0/523898291509368486/
Fomalhaut Jul 26, 2017 @ 1:13am 
Originally posted by cow99:
For devs: can you confirm that RNG in this game isnt random?

Our RNG generates numbers randomly at the start of the game. A massive string of numbers are seeded and then you play through that string as if you're rolling each dice at a time. As explained by the link in the previous post this prevents cheating in multiplayer as players can't just quit and rejoin hoping the AI rolled something different - at best they can hope the AI goes left where they went right.
thanks for your response formalhaut. Can you explain why I keep seeing clusters of te same die roll though? I don't think its just congitive bias against bad die rolls (but I suppose I could be wrong).

Can you consider adding a random seed each turn option for single player games?
Last edited by Captainbeastfeast (Rat-ee-JiK); Jul 26, 2017 @ 12:28pm
@Cow99 - here, read this. https://archive.org/details/pdfy-BrX-lG95qhZ3tncM

It may help. Especially the chapter on random numbers.
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Date Posted: Jul 25, 2017 @ 4:01pm
Posts: 9