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Bir çeviri sorunu bildirin
Hi, Istvan. Why do we bother? I think there is a serious case of people not wanting to be wrong and failing to submit proper counter-arguments.
tome is a turn based system but not a strategy game. its more like a turn based diablo, this will not help you in any way in games like xcom, blackguards or darkest dungeon
But unlikely in no way means that the game is broken. It means it's "unlikely," exactly as you said. But it can still happen.
You could roll a thousand dice and get 1 every time. Have you considered maybe you really are just the unlucky sap that's getting a thousand ones?
That means it's a great RNG - it's not weighted, it's close to true random. That may not necessarily be the best choice for a game because things like that happen sometimes and it pisses people off, but that IS a well functioning RNG.
Completely false. ToME is nothing like Diablo. And, XCOM (the entire series) has been my ♥♥♥♥♥ since the first game, even on iron man.
I thought you were going to collect data and create a graphical representation of a game run and compare it against a notional statistical graph to show the RNG is wrong.
I feel like you're just raging here. You've not provided any logical counterpoint to what many people have explained repeatedly is the nature of statistics. All you can say is "Go roll dice and see what happens!" I've played tabletops for years. Yes, it doesn't happen often but it friggin happens, dude. I think in another thread, I used an example of nat 20 crits where shortly after instating a house rule, I rolled 3 nat 20s in a row. That's like a 0.000125% chance! And I saw more than one double nat 20 and at least one other triple. This wasn't even in the space of a very long time, the dice are made by reputable companies, and was across different dice sets. This kind of stuff happens.
As long as statistics are displayed properly on the game, which there has been some instances of incorrect rounding, then the RNG is not broken. Even the slightest chance is still a chance, and the permadeath nature of a rogue like amplifies the outcome.
I want to point out that the issue of rounding, as I heard it, accounted for no more than 1%, so it wasn't even a big deal.
There were some issues earlier with the rounding of the success rates being DISPLAYED (that is, not the ones being USED in the calculations) for stuns and the Plague Doctor's cure rounding up to the nearest 100 or something similarly ridiculous. It's since been patched. It's why there are some old topics of people confused as to why the Plague Doctor was failing to cure bleeds and whatnot and also as to why leveling up that skill showed no change in the tooltips.
I started two games, in one game I am at weet 40 or s.th., I have like 5 death guys? and most of them died in boss fights where I didn't know how they work. the second game I am in week 20 or s.th. and just one guy died. watch some let's plays and have a look how they manage the game there are people who "beat" this game with no real effort (at least till the last patch, I heard after the last game changing patch the higher dungeons are more difficult).
so please guys, just start to accept, that there are a lot of people who are not suffering the despair you are describing and either you are unlucky or you just play differently and maybe should have a look how other people are playing the game. it doesn't mean you are stupid.
I love tough games. I've beaten Demon Souls (5 times), Dark Souls 1 (3 times) and Dark Souls 2 (once, plus the DLC). I'm now on my 2nd play through.
You'll have to forgive me if I find the combat that I posted above to be unfair, unfun, etc...
Now, that said, I will admit that it was one of my first several combats and that probably colored my perspective. Let's hope it doesn't continue to happen OFTEN, because I really do like this game.
I do wish I could roll my own dice and enter a result. I still have a suspicion that the rolls would be better (more evenly distributed) and the game would be different.
'Oh look, ANOTHER 20. What are the odds, looks like RNG.'
Since you haven't even proven your prima facie case that the game has it's thumb on the scale, the system in place is the most effective system. It would be nice to have a breakdown of the numbers generated, but I have my suspicions that people wouldn't really agree with the numbers regardless.
I'd post a video of the rolls just to placate people like you whodoubt the character of people they don't even know.