DeletedUser9340
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Whoa! You can get another Valentine Float?!So lucky I didn't even get a daily prize yet.So unlucky
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Whoa! You can get another Valentine Float?!So lucky I didn't even get a daily prize yet.So unlucky
True random is very difficult to program for a computer, one easy solution is to use something timebased: Like "Take x digits from the square root of the current second of the day" That is close enough to true random for most applications including this one. So while it is not true random it would still be something that I think you would call true random. And it is what I assume the game uses (no idea of course, I am not a dev).well thats what i asked
are the random truly random or fake "random"
does anyone knows ??
a feke random will appear random for players but in the end all players will have similar experience in game
while with true random the experience will differ from player to player
True random is very difficult to program for a computer, one easy solution is to use something timebased: Like "Take x digits from the square root of the current second of the day" That is close enough to true random for most applications including this one. So while it is not true random it would still be something that I think you would call true random. And it is what I assume the game uses (no idea of course, I am not a dev).
So in the last used version of the "random quests" they had 2 pools of quests, which came up alternating (not random), but out of each pool the quest would be chosen "at random". Since the pools were rather small (around 10 quests each, you can look it up if you want to know exactly) the chance of getting the same quest from one pool repeatedly is rather high at 10%. Since thousands of players do millions of quests, very "unlikely" (in reality of course every combination possible is exactly equally likely, that is what true random means) combinations of quests are guaranteed to happen.
One solution to reduce (not eliminate) the amount of these "unlikely" events is to add more different quests to the pool, but the potential is rather small, you need to double the number of unique quests to cut the unlikely event by half. This is why they introduced the 2 pools, it made 2 exact same quests in a row impossible, while adding more quests to the previous pool would only have reduced the chance by a little bit. So now the quests are in reality "less random", but appear to the average user "more random".
The problem is true randomness likes "unlikely events" just as much as any "likely event", while humans scream for justice every time the "unlikely event" happens, but accept the "likely event" without complaint. So the devs are stuck teaching randomness how to behave "unrandomly" to satisfy humans desire for the "correct" randomness that looks random, while is in fact being not random at all. Does that make any sense?
All true. Our expectations are so low nowadaysOverall the event could be worse.