RNG's definitely dodgy.
Every game in the world uses the same goddamn rng. Actually write down every miss and make and what your percentage chance to hit is.
Lol NuXcom lies about it's percentages, every time you miss it increases chance to hit secretly.
Missing two 90% shots in a row is completely reasonable from a probability standpoint, but it will cause a lot of rage and smashed keyboards.
Yeah there is no way the displayed hit % is the actual hit percentage. To call "gambler's fallacy" on questioning missing five 99% chances in a row shows a gross misundestanding of the term and the subject. It's mistakingly thinking that past events will influence the odds of future independent events. It has nothing to do with looking back at the results of a series as a whole.
Anyone who's taken a statistics and probability class knows that there's essentially a rule that you get to call B.S. when results start falling past a certain unlikely threshold. The odds of getting a royal flush in poker is less than 0.001%. It's possible to get one, but when someone gets five of them in a row, you get to call B.S. because they're definitely cheating. You don't defend them by shouting "gambler's fallacy!". So Tuluse is full of shit.
It seems like the actual chance to hit is 25-30% (or more!) less than what the game tells you. Taking a 89% shot is practically a coin flip, and anything less then 50% is almost a guaranteed miss. The theroy that selective memory means you only remember the misses at high percentages goes out the window when you realize can't remember any moments where you hit with a low percentage. I never made a single hit all game when the odds were under 40%.
The same thing happened in Dead Man's Switch. There's got to be some kind of negative modifier the display doesn't show you.
The game's code for chance-to-hit is a mess. It calculates a to-hit estimate for the UI using one set of functions, and then uses a completely different set of functions when you actually perform the action.
What they SHOULD have done is precompute the chance based on all factors, show that chance in the UI *and* keep the value for use later during the final random roll. The way they handle it at the moment is wasteful, and much easier to introduce bugs.
TL;DR: Ignore the number shown on the UI - it has little to do with the actual chance calculated when you perform an action, and will just make you rage.
Also, they DO have code which tracks the number of lucky/unlucky shots you've made/missed, but I didn't bother investigating how it works in any detail. The % ranges were 30% and 90%. Perhaps their modifiers are backwards and they're penalizing you for missing 90% shots instead of "giving it to you" if you miss too much. That would explain what people are saying.
Bullshit. I missed twice with 99 percent within some 30 shots.
I'm playing again and not seeing the issue this time. Did someone say something about a patch earlier?Bullshit. I missed twice with 99 percent within some 30 shots.
There's around a 1 in 23 percent chance of missing twice with 99% accuracy in 30 shots. If it was more like 35 shots, it would be around 1 in 17. Running into that once during the entire game doesn't exactly scream broken RNG.
Also not sure of the accurate the numbers are. I can't think of any situation in the game where I'd be firing off 30 shots in a row with 99% accuracy. I only played on very hard - do the easier difficulties give you a 99% chance to hit most enemies or something?
ust do not build a close combat character in SRR OC
You can't see it, but my eyes are in the back of my head right now.These complaints are as old as prostitution. The whiners never stop, and the mathematically inclined can explain until they're blue in the face, but there's a reason its called perception bias.
I'm sure SRR is just using built in C# random functions and they work perfectly fine.
Default RNGs in any language are usually not suited for games.
Their distribution is simply not very even.