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This made me smile :)
Thank you RF, you guys are the best.
Got a small suggestion thou:
When you make the first warband, one should get the oppourtunity to equip the characters with what you want when it comes to armor and arms. What i do now is restart a warband until i see what i want in the shop. Or buy extra peeps, take their stuff and fire em again.
Keep up the good work! Thou my job and life suffer a bit. ,)
Can you please explain this? You said before that your RNG was perfect and that the impression of having strange odds was just in the mind of the players. How can you improve randomness? And the fact that this is no joke - is it a joke?
Obviously someone had a facepalm moment with the initial upload, but fixing it in under thirty minutes leaves you guys coming out ahead in my eyes.
We mentioned it a few times already on the forum, we simply change the algorithm in hope of a better repartition of numbers. Here's the exact quote from Katarak:
"For many years now the Mersinne-Twister algorithm has been the standard for RNG. It's a solid RNG, but in the case of videogames where the amount of randoms requested are comparatively low, It is not well Equidistributed. It also suffers from "bad states" where the "randomness" of the numbers will be skewed. It also has a warmup behaviour (where the initial X random numbers aren't really random).
SFMT is the usual algorithm used which corrects a little bit of these issues.
https://www.wikiwand.com/en/Mersenne_Twister#/SFMT
Furthermore, WELL, based on MT and developed by some of the same engineers, presents better equidistribution, and removes (or atleast diminishes) warmup.
https://www.wikiwand.com/en/Well_equidistributed_long-period_linear
WELL is what we used in the Mordheim.
Despite all that, there have been many reports internally, and externally that our RNG doesn't provide adequate randomness, is skewed to one side of the percentile spectrum etc. People saying that they have 75% chance to succeed their climb and fail 6 times in a row. All these situations are real. How often they happen, I don't know, but there is enough noise about them for them to be tackled somehow.
Discussions have bounced around between Kes and I about the best approach to correct this and normally talks go to "cheating" the random. This is something we did when working on Dawn Of Heroes (DS) where you might have a very powerful skill at 25% chance to succeed. You only had the opportunity to use the skill about 4 times in a match. If you failed all attempts then you felt cheated. In order to counteract this we cheated the randoms for every fail. You had 25% chance. If you failed that would go up to 50% chance. and once you succeeded it would drop back down to 25%.
This to us, however, is totally last resort. It will change a lot the behaviour of the game. Change it's charm, and totally change the difficulty curve. Many people state that the AI cheats with its random, but I can guarantee it does not. The random rolls work exactly the same for all warriors in the game. Yours, Deamons, Bosses, All AI, Injuries, Market rotation, etc.It is totally unbiased, we just call the WELL algorithm and get the value.
Rencently, a new RNG algorithm has surfaced. So new in fact it doesn't even have a wikipedia page.
http://www.pcg-random.org/
I took the time to read the docs, and it seemed interesting. Some interesting points are better equidistribution and faster computation. The computation time is most probably negligable, but I still feel in my heart that it will reduce loading times where we do over 5000 random checks sometimes.
So we just plugged it in, removed WELL, put in PCG. That's it. We didn't add any cheats, we didn't add skewing code. We just replaced the algorithm. PCG should provide more balanced results.
I hope this clears up everyone's concerns about the RNG changes.
Thanks,
Katarak"
Thanks for your reactivity.
That is false, check my post just above. A random that rolls high high high low low high high is a worst random than one that rolls high high low high low low high. :)