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Granted, there was a Healer in the game, but still. If he hits the Healer every 6th turn, on average, I should be doing three damage to him every time he heals two lives.
I'll keep track next time.
Had the Elf done anything other than teleporting between Woods spaces, making Rafts, it would have taken a lot longer (he did cast Healing twice). The Ghoul did manage to land on the Healer twice.
If anyone else wants to track theirs, feel free to throw it in here. It's odd that the number of rolls below 4 is always higher.
Rolls below 4: 22
Rolls above 3: 9
Again, we can see the weight is not in the middle or slightly off the middle like it should be. It is completely skewed to one side, which is always under 4.
i find that i get lower then normal roll. but then i quit a game mid play through and come back a few days later my luck seam ot have drasticly impoved.
then after an hour hour or so, the lower dice results seam to be back again.
so if you leave for a day or so the luck changes and i'm lucky again.
even so the CoP still take way to long to finish. its not fifty percent as it shoudl be.
now as i have never tracked my die rolls i cant says if it's what i perceive or fact. hence i can not truly add to this at the moment.
Rolls Below 4: 12
Rolls Above 3: 8
If the log format hasn't changed, the parser code in this old thread might still work. I haven't tried it recently.
http://steamcommunity.com/app/247000/discussions/0/666825525014399869/
{"1":69,"2":73,"3":75,"4":64,"5":72,"6":73,"rolls":426}
Dice rolls by just my character in the game:
{"1":11,"2":17,"3":14,"4":19,"5":18,"6":20,"rolls":99}
Looks like I rolled slightly better than the 3 AI players, but well within a reasonable margin nonetheless.
Now, can people just stop posting this nonsense. The dice are not rigged. Period. Just let it go.
{"1":227,"2":65,"3":60,"4":53,"5":78,"6":58,"rolls":543}
Of 543 rolls, 227 of them were 1 (that's 41%)
The game before that:
{"1":249,"2":189,"3":102,"4":74,"5":110,"6":81,"rolls":805}
Rolls below 4: 540 out of 805 (67%)
Rolls above 3: 265 out of 805 (33%)
And just for fun, the game before that:
{"1":309,"2":58,"3":65,"4":180,"5":63,"6":66,"rolls":747}
Out of 747 rolls, 309 were 1 (look, it's 41% again)
Rolls below 4: 432 out of 747 (59%)
Rolls above 3: 309 out of 747 (41%)
Oddly, the number of rolls above 3 are equal the number of 1s rolled during that game.
So, still think it's nonsense?
{"1":25,"2":14,"3":22,"4":22,"5":25,"6":22,"rolls":130}
{"1":38,"2":29,"3":46,"4":35,"5":44,"6":51,"rolls":243}
{"1":104,"2":81,"3":98,"4":104,"5":73,"6":96,"rolls":556}
However, going back to savegames from build 11819, when individual dice roll seeds are shown in the logs and picked up by the parser, you get results like this.
{"1":311,"2":41,"3":64,"4":166,"5":85,"6":79,"7":null,"8":null,"9":null,"rolls":753}
The huge amount of 1's shown is due to the majority of seeds being 10 digit numbers that start with a 1. If you are relying on these logs as your "proof", then the parser is useless. And the game with 556 rolls was 94 turns, the 753 roll game was only 65 turns. The parser wasn't designed with those extra lines of seed information being displayed. Update your game client to the latest build, and yes, do move on.