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
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.
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.
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.
Can you consider adding a random seed each turn option for single player games?
It may help. Especially the chapter on random numbers.