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Dont bother giving me the "Bad luck" crap either.
11 now btw. I said screw it, and im tracking the progress, I will make a new thread with the success/fails after, with the %chance of success/fail rate.
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Which is fine, but they need to change it from a % based chance then. I am not against a different more proper way of showing how it really is, its just pure BS for people to try and say this isnt rigged.
50% is 50%. With some margin of error, but when you get 25/100, and people try to argue saying thats just bad luck, NO, that is 25%..... half of what was stated..... So when people use the "bad luck" argument, its super annoying lol (Not saying you are doing that, but others do all the time)
Apply the same logic they are trying to use to justify troop loss in a military exercise for example. I believe acceptable loss is 10%, I could be wrong though. Point is, 1000 troops, means if 100 is lost, you pull back. Not, 250, because bad luck was involved.
The difference is overlord RNG vs real RNG. Which isnt even a debate, so I have no idea why people always try to argue luck being involved, when there is a governing system deciding your luck.....
Do it again at 50% then. You should end with 40-60 success. You wont. I will be surprised if you get 30.
2 stim rooms and rushing went as follows.
14% - Success
24% - Fail
34% - Fail
44% - Fail
54% - Fail
64% - Fail
19% - Fail
29% - Fail
39% - Fail
49% - Fail
59% - Fail
69% - Fail
WIll try this out with lets say 6 stim rooms but with 2 it's already smelling fishy. Never even once have I have a room Succeed with fail rate above 60%. Maybe the whole things of XCOM games where success % are all fake to the player and real in game chances are much lower...
Settlers that are happy, properly assigned and have higher luck will succeed more.
Though luck isn't as important as the other two, but does factor in.
You can actually test it by moving the settlers in and out of rooms and then seeing what the rush ratio is. The ratio% goes down with the above additions and goes up if you place the wrong settler in the room. Say 40% rush with the placed settler, then you switch them and it becomes 38%, that's an indication that you have placed the right settler in the room. If you add one and it goes up say 40% to 42% that means you just placed someone in the room that should be assigned in another room.
One other way to check if a settler is properly assigned is their happiness will goto 75% when assigned to a room they like. So if you have a settler or a child that becomes an adult, when you place them check the happiness. If they have under 75 happiness when you place them and it goes up to 75 without any rushes or anything that also indicates the settlers in the proper room assigned and that they are happy.
One last thing, sometimes it can just be the settlers don't work well together. But using the above methods like the rush check will also help determine that.
All this has bearing on the success of your rushes.
This is the problem though, nobody is arguing that the stats add or remove %. The argument is the shown % is an absolute lie.
"What weighs more, 1lb of feathers or 1lb of metal"?
The above question is whats basically going on here, people arent understanding the real problem, so they are giving a bad answer.
A pound is a pound, so if you said metal, sorry, you dumb