You do not make sense to me.

To me, a seed is just a fixed parameter that feeds a random number generator, which, if kept, just garantees you get the same "randomness" out of it.

If you have a bad luck protection system in place, that could perhaps give more leeway to loot balance because you can allow yourself to have more variance between good and "not really good" loot (since you're assured you'll get good loot anyway medium term).
If you strike down variance between good and "not really good" loot, for instance by reducing the overall impact of bonuses, then you have way less incentive to do anything about "bad luck protection" because bad luck doesn't matter.

All this is unrelated to keeping a seed.

But perhaps you don't mean balanced you mean distributed? (I don't think a seed does anything to loot distribution either, but loot balance and loot distribution aren't the same thing).
I'm not an english speaker.

Or perhaps you mean something else with seed. Could you describe what you mean by seed?

A simple system that would control the loot distribution would simply be to build a set of rewards (x1 amounts of bows with y bonus, x2 amount of..., x3 amount of garbage reward etc...) that is not too big, and have a random number generator with a fixed seed decide which permutation of your set you will be using to hand out rewards. What gives you control is not the seed. If you want to adjust your reward system, you adjust the set, not the seed (the seed is randomly generated at some events anyway, there's no seed to adjust it doesn't make sense).

Last edited by Chrest; 03/08/17 03:54 AM.