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Joined: Oct 2016
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It is not a random loss, it's a dice roll. It is part of the game to accept, that one of your guys could get CC'ed. If you lose because of this one CC your were obviously not prepared for that case.

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Originally Posted by Ariel~
Originally Posted by sehnsucht
I agree with you. I like games with RNG. Nethack is one of my favorite game of all times.

Though a game without RNG, like chess, could also be deep and tactical. It's more about preference.


The problem is that RNG becomes irrelevant in a game with access to quick save.


There is no reason for that to be true since the developer can easily disable save scumming by re-seeding the random number generator on Load.

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Originally Posted by Hiver
There is no RANDOM NUMBER GENERATOR in RPGs, There is no RANDOM numbers.

There are specific chances and probabilities and that is NOT RANDOM.

Most of you are completely misusing the term and just splurge utter incoherent nonsense.

[b]If RPGs actually had random numbers, then every time you would attempt to do anything at all, the game would assign a completely random chance of success to that action.



You have no idea what you are talking about. You've obviously seen it written that RNG as generated by a computer is actually "pseudo-random" and not "true random".

But, you don't actually know why that distinction exists. You have made the incorrect assumption that it relates to the randomness of the numbers generated by the algorithm. That is not the case.

The distinction centers on the fact that an RNG algorithm cannot produce an infinite length sequence of random numbers. Based on the seed provided to the algorithm, it will then output a sequence of random numbers, of fixed length. At the end of which it will wrap around and repeat the entire sequence.

For a typical algorithm, the sequence length is measured in billions of numbers long.

That fact requires that it be called "pseudo-random". It has absolutely nothing to do with the randomness of the numbers it generates.

Any statistical analysis of the output of a mainstream RNG algorithm will find an appropriate level of randomness to the sequence it generates.


Now, there is a second issue at play that some people may have heard about that leads them to think it is the reason for no true randomness. Some games generate a sequence of random numbers ahead of time and save them. Then it pulls from that list as a random number is needed. The reason for doing it that way is that the execution of the RNG algorithm to generate 1 number is significantly more computationally expensive than grabbing the next number from a pre-generated list.

This is more often done in real time games where that cost matters more.

However, pre-generating and saving a sequence of random numbers does not mean they are not any less random than if they were generated on the fly as needed.

RNG is one of the most badly misunderstood topics in gaming. This is due to the fact that people who have never done any game programming talk about it without realizing how little they actually understand.

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Random numbers are random for a player, if he doesn't know how the chances are.

Really randomness is not really possible anyway, in reality there are always chances?

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