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My favorite baffling RNG bias was in the game Maplestory. It always seemed like RNG was extremely "clumpy". For example, critical hits would frequently come in
by strbean 4y ago
My favorite baffling RNG bias was in the game Maplestory. It always seemed like RNG was extremely "clumpy". For example, critical hits would frequently come in bursts - you might get around 5 seconds of non-stop crits.
The crafting system was heavily chance based. You'd get say 7 attempts to augment a piece of gear, using 'scrolls' that had a certain percentage chance of succeeding. The lower the chance, the bigger the improvement to your gear. So a pair of gloves that had 7 successfully applied +attack 10% scrolls would be incredibly valuable. The superstitious method to crafting (which, anecdotally, worked incredibly well) was to get a ton of gloves and a ton of scrolls, and apply one scroll to one pair of gloves and throw them away if it failed. Once you had a single success, you would apply the scrolls as quickly as possible to try and ride the RNG wave. In my experience, this would very frequently result in getting 3+ successes in a row.
- pineconewarrior 4y agoMany games implemented strange RNG mechanics like this to game psychology. Eastern 2D RPGs were notorious for this, since they relied heavily on MTX. I'd love to see the code!
- wincy 4y agoA funny story of a miscommunication about randomness in the real world, there was a miniatures game called Heroclix in the early 2000s. They apparently communicated with the factory that was making them in China that they wanted 5% of the miniatures printed to be the ultra rare ones. So the Chinese happily obliged. The first 5% of the run was nothing but ultra rare miniatures and none of the remaining 95% printed had any ultra rates. The first people to buy boxes were very happy!