Re:Best D&D map makers for dungeons, cities and worlds
by pessimizer on Thursday March 16, 2023 @10:59AM
(#35182804)
Players will detect drama being injected into their randomness (unless it is very gently and rarely done), and over time they will start to be able to predict dice rolls [edit: or even learn to shape their responses to trick the model into generating the rolls they want.] That will ruin the game.
[ Parent
| on HN ]
Re:Best D&D map makers for dungeons, cities and worlds
by BiteCode_dev on Thursday March 16, 2023 @12:02PM
(#35183734)
Xcom 2 make hits more likely the more you miss because fair proba was frustrating the players when they missed a shot with 95% of success.
So I'm not sure you are right.
Re:Best D&D map makers for dungeons, cities and worlds
by Jensson on Thursday March 16, 2023 @12:12PM
(#35183932)
A 95% shot will never miss in Xcom 2 unless you play on harder difficulties. It multiplies hit chance by 1.1 so 91% is 100%.
Re:Best D&D map makers for dungeons, cities and worlds
by a4isms on Thursday March 16, 2023 @12:20PM
(#35184091)
Should I find myself making a game and wanting to put my finger on the scale like this, I will reduce the probability of missing by 10% instead of increasing the probability of hitting by 10%.
So a 95% chance of hitting would become 95.5%, but a 10% chance of hitting would become 19%.
Re:Best D&D map makers for dungeons, cities and worlds
by pessimizer on Thursday March 16, 2023 @02:41PM
(#35186402)
So that's not removing randomness, it's just grade inflation. I suppose it's also secret range narrowing, since an 3% improvement from 92% to 95% is actually no improvement at all at 1.1 * (random) capped at 100%.