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There was a funny issue with that sort of thing in (IIRC, the American version of) several Fire Emblem games. In an attempt to make the RNG feel less random, th
by pdpi 8y ago
There was a funny issue with that sort of thing in (IIRC, the American version of) several Fire Emblem games. In an attempt to make the RNG feel less random, they actually generated two 1-100 numbers for each roll and averaged them. This has the effect of making numbers close to 50 likelier than extreme values, which in turn makes extreme probabilities even more extreme: a 5% chance to miss becomes a .3% chance to miss after this averaging.
- j_4 8y agoI couldn't find the article I was thinking of, but it had a number of gamedevs admitting to manipulating hit ratios like this. In a similar vein, it's generally a good idea to make gambler's fallacy true under the hood. Goes a long way towards having less angry, frustrated players.