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Shadowrun Shadowrun: Dragonfall - Director's Cut

Prime Junta

Guest
I've often wondered why they don't just take the last digits of the system time in milliseconds. Since the user is triggering the calls they are going to be as good as random.
 

Spectacle

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Doktor Best
Most standard RNGs in languages have a RNG that is not that evenly distributed. It varies from implementation to implementation, but it is not unheard of that the standard RNGs have some kind of focus in the middle, beginning or end of their spectrum. Like rigged dice.
Got a source for this? Producing an even and unpredictable spread of numbers is the one thing an RNG is supposed to do.
I've often wondered why they don't just take the last digits of the system time in milliseconds. Since the user is triggering the calls they are going to be as good as random.
Not if you need more than one random number to resolve an action, then you'll get random numbers that are very close together.
 

Lord Andre

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The RNG is fine in Dragonfall just like it was fine in Wasteland 2, but apparently people can't understand that 80% means 80% and that each dice roll is an independent event...
 

Lord Andre

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The RNG is fine in Dragonfall just like it was fine in Wasteland 2, but apparently people can't understand that 80% means 80% and that each dice roll is an independent event...
It's amazing how often you come across people who have no fucking clue about percentile chances or probability math.

If this is an ironic jab at what I said, I would be interested in an explanation.
 

Gord

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Feb 16, 2011
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7,049
One of these days I should just propose an experiment, if something like that comes up again.
Everyone participating will take notes of his hit-chance and the result (hit or miss) over some period of time (depending on the frequency of rolls), then the individual data sets are pooled together to provide a good enough sample size.

Assuming that no one of the participants decides to manipulate the experiment, that should settle the question if the RNG in question is working or not, while not putting too much strain on the individual gamers.
 

OSK

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I've often wondered why they don't just take the last digits of the system time in milliseconds. Since the user is triggering the calls they are going to be as good as random.

Like Spectacle explained, simply using the system time wouldn't work. But, most random number generators (RNGs) do use system time to create what's called a seed.

Think of an RNG as a giant book with tons of pages filled with nothing but "random" numbers. Your seed is a page number. You go to that page in the book, and the first number at the top of the page is your first "random" number. The next line contains your second "random" number, the next your third and so on.

While random number tables are something that were actually used, nowadays with computers there is no actual book. The book is simply an equation, and page numbers (seeds) are just the first value that gets plugged into the equation. So you take your seed, plug it into the equation and the result is your first "random" number. To generate your second "random" number, you take your first "random" number you generated off your seed, and plug that into the equation to get your second. To get your third, you plug in your second "random" number in and so on and so forth.

That's the general process of how most random number generators work. As you can see, there's nothing truly random about it. If you know the equation and you know the seed, you can predict what all the future numbers will be until a new seed is generated. As you can imagine, you can use this knowledge to exploit the RNG in games. You'll often see guides online for JRPGs where it tells you to save your game in a certain location, turn off your system, follow a very specific series of commands and then you'll get your super rare loot drop or encounter. In these cases, the seed is probably somehow generated from user input.
 

Severian Silk

Guest
Just finished this and I have to say I'm disappointed. You can't outfit your squad or even control them outside of combat. Only 4 squad members at a time. Dialogue and story are pretty inferior. Short game, maybe 30 hours.

:(

I actually enjoyed Dead Man's Switch (a little bit) more. It felt more focused.
 

Bigg Boss

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Sep 23, 2012
Messages
7,528
Just finished this and I have to say I'm disappointed. You can't outfit your squad or even control them outside of combat. Only 4 squad members at a time. Dialogue and story are pretty inferior. Short game, maybe 30 hours.

:(

I actually enjoyed Dead Man's Switch (a little bit) more. It felt more focused.

I can't really understand that. Shadowrun Returns was too railroaded in comparison to Dragonfall. I liked the story of Returns, but that was mostly due to Armitage and Seattle. I wouldn't go into either one of those expecting a deep RPG. I don't think they have much replay value, but 30 hours or so isn't too bad. Not for a game of that budget.
 

ArchAngel

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Mar 16, 2015
Messages
20,033
Just finished this and I have to say I'm disappointed. You can't outfit your squad or even control them outside of combat. Only 4 squad members at a time. Dialogue and story are pretty inferior. Short game, maybe 30 hours.

:(

I actually enjoyed Dead Man's Switch (a little bit) more. It felt more focused.
I can understand not liking equipment system or low number of Npcs but the story?!
It is one of the best cRPG stories ever. And the c&c is awesome.
 

adddeed

Arcane
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May 27, 2012
Messages
1,477
Couldn't even finish it. It's a tablet RPG-lite. Feel dumb playing this on my PC. Could've been much better. Not buying Hong Kong unless it's vastly expanded and made into a proper PC game. I doubt it though.
 

hoverdog

dog that is hovering, Wastelands Interactive
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Project: Eternity
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