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Also, there is no way to validate what your asking/suggesting due to its very nature:
-If the d20 rolls are being weighted, there is no way to know other than the observation that "in 100 rolls, I only got 1-11 and never 12-20s"
-If the d20 rolls are NOT being weighted, its still possible to observe that "in 100 rolls, I only got 1-11 and never a 12-20 result"
Since the same outcome is possible in both senarios, more than the observation itself is needed (and we don't have more to go on).
Wish I had better news for you. I too feel like I see way way way too many 4s (more than anything else) but that could be perception bias too.
When checking against the bestiary (Pathfinder), you get pretty much what to expect. Many monsters were obviously advanced, but that is common in adventure modules, and the place where the DMs have their fun.
Perception Bias is indeed commom, I am not making any statement that rolls are really being changed.
So, if anyone hears about this, please, let us all know :)
I probably have disarmed like 20 or 30 traps in my game.
When they blow up on my face the mouse over claim I got a 1 on the dice.
Buuuuuut I have traps triggering like...4 ... 6 times in one hour of playing the game.
IF i dismantled 10 traps I MAYBE should have seen 1 critical failure (1 dice roll).... not 4 or 5.
Questions..
DO traps trigger with other dice rolls than 1?
Why am I being so strict with this?
I think in a d20 game, the "d20" roll should be the one thing that is fixed.
If the algorithm is in someway changed we should be warned by the Devs.
just my thoughts here, few free to add and disagree, but please, be polite.
I came to see the posts on the forum, mainly for the dice rolls on the traps. I too play as a rogue and often trigger the trap because of a "1" dice roll. I even got two "1" in a row for two traps... I'm sure there's a problem with the rolls, I even wondered if it was really a D20 and not D10 because I rarely get a roll above 10.
It's predetermined by the Algorithim that generates the numbers. That means every number is determined as soon as the algorithim is seeded.
It's why you get things that are statistically almost impossible happen as regular occurences with RnG's.
ALWAYS rolling 4
usually for a computer one way for getting a random seed to start with, is from the clock
however, this doesn't mean it's truly "random"
this is why in some games, say you Fireball a bunch of enemies....and they ALL save or do NOT save at the same time, as it's all based off the one clock or other input, instead of using micro seconds and more randomness
to get true randoms, some honest gambling systems use the decay of low level radioactives to generate a truly unbiased event (seriously)
So ya, no difficulty modifiers or anything effecting randomness unless its buried deeper in that specific event (all this shows is there's no "difficulty" modifer that effects every roll). Do note however; there are some "predetermined" dicerolls in the code that seem to trigger for specific events and there is also code to override a diceroll. They also have a die for 2, 3, 4, 6, 8, 10, 12 and 20 that could be used in various triggers (hence the dice.Sides() call)
Edit: for thsoe who live to dig like I do, this is located in the kingmaker.rulesystem namespace and is part of the rulebookEvent class
Yea that's correct and everyone knows Random.Range is pseudo random like most RNG. No reason for TRNG or crypto random for some dice rolling that doesn't involve money.
Can test with 4 RNGs
public class Test : TestRandom{
int[] result = new int[5];
int total = 0;
// Initialization
void Start () {
while (total != 1000) {
int[] ints = new int[4];
int[] control = new int[10];
string output = "";
for (int i = 0; i < 4; i++) {
ints = Random.Range (0, 10);
control [ints [i]] += 1;
output += ints + "-";
}
for (int i = 0; i < 10; i++) {
result [control [i]]++;
}
total++;
Debug.Log (output);
}
for (int i = 1; i < 5; i++) {
Debug.Log ((i) + " Time(s): " + result );
}
}
// Update is called once per frame
void Update () {
}
}
Expected Probabilities:
Prob all 4 are the same = (10/10 )* (1/10)^3 = 1/1000
Prob 3 are the same = 4 * (10/10) * (1/10) * (1/10) * (9/10) = 36/1000
Prob of 2 pairs = ((4*3) / 2) * [((10/10) * (1/10) * (9/10) * (1/10)) / 2] = 27/1000
Prob of 1 pair + 2 others (different) = ((4*3) / 2) * ((10/10) * (1/10) * (9/10) * (8/10)) = 432/1000
Prob all different = (10/10) * (9/10) * (8/10) * (7/10) = 504/1000
It checks out and your actual values will be close to what the probabilities are.
It does seem funny to me at times in game but w/e.
explains much of what I see on dice rolls in game, thanks.
Cue a natural 1 on the stealth check and on the subsequent re-roll.
Every action that has a crit failure chance (which isn't much in Pathfinder but traps certainly count) there's always that 1-in-20 chance of a natural 1. Your consistent success on other traps could be a combination of their low DC and the disarming character having a high Trickery modifier. Natural 1s for trap disarming will still trigger the trap even if the 1 plus the modifier would've been enough to disarm the trap.