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Very Hot Topic (More than 75 Replies) Update 4.9 version 35849 (Read 13870 times)
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Re: Update 4.9 version 35849
Reply #125 - Apr 23rd, 2021 at 7:28pm
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higgildypiggildy wrote on Apr 23rd, 2021 at 4:38pm:
I'm pretty sure that they are rolling 15d6. 

I'd really doubt it.  Even they can't be that bad.  I mean that's something so simple to optimize I doubt it would make it out of prototype as 15d6.
  
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Re: Update 4.9 version 35849
Reply #126 - Apr 23rd, 2021 at 10:13pm
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I'd really doubt it.  Even they can't be that bad.  I mean that's something so simple to optimize I doubt it would make it out of prototype as 15d6.


But if they were, it would explain so much...
  

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Re: Update 4.9 version 35849
Reply #127 - Apr 24th, 2021 at 8:46am
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15d6 is very different to 15-90.  it's a bell curve vs a linear distribution produces very very different numbers.  The chance of roll 90 on 15d6 = 0.16667 ^ 15 vs 1 in 75

15d6 will produce numbers from 40-64 most of the time (I can't be arsed to do the math for it, but most results will be within 2 standard deviations stuff like this)

That's why you don't optimise to min-max because it produces very different results

I remember something somehere saying that 6d6 produces enough variance that averaging the rest and adding it would cover you for 99% of all rolls of greater numbers of dice.  I forget where that was, GURPS I think.  It was all about reducing numbers of die rolled to make adding things up quicker stuff like that.
  

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Charon
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Re: Update 4.9 version 35849
Reply #128 - Apr 24th, 2021 at 10:02am
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higgildypiggildy wrote on Apr 24th, 2021 at 8:46am:
15d6 is very different to 15-90.  it's a bell curve vs a linear distribution produces very very different numbers.  The chance of roll 90 on 15d6 = 0.16667 ^ 15 vs 1 in 75

15d6 will produce numbers from 40-64 most of the time (I can't be arsed to do the math for it, but most results will be within 2 standard deviations stuff like this)

That's why you don't optimise to min-max because it produces very different results

I remember something somehere saying that 6d6 produces enough variance that averaging the rest and adding it would cover you for 99% of all rolls of greater numbers of dice.  I forget where that was, GURPS I think.  It was all about reducing numbers of die rolled to make adding things up quicker stuff like that.


There's what's real in the real world and what you can fake with the computer.  while I doubt they're calling randint(15,90);  because they're adding some faking to it, I also doubt they're calling 15d6 either.
  
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Re: Update 4.9 version 35849
Reply #129 - Apr 24th, 2021 at 10:21am
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higgildypiggildy wrote on Apr 24th, 2021 at 8:46am:
15d6 is very different to 15-90.  it's a bell curve vs a linear distribution produces very very different numbers.  The chance of roll 90 on 15d6 = 0.16667 ^ 15 vs 1 in 75

15d6 will produce numbers from 40-64 most of the time (I can't be arsed to do the math for it, but most results will be within 2 standard deviations stuff like this)

That's why you don't optimise to min-max because it produces very different results

I remember something somehere saying that 6d6 produces enough variance that averaging the rest and adding it would cover you for 99% of all rolls of greater numbers of dice.  I forget where that was, GURPS I think.  It was all about reducing numbers of die rolled to make adding things up quicker stuff like that.


Obviously, they can weigh 15-90 without RNGing 1-6 15 times. Sorry I didn't make that clear.
  

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Re: Update 4.9 version 35849
Reply #130 - Apr 25th, 2021 at 8:51am
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It's easier and a lot more maintainable to do RandBetween(1, 6) 15 times and add them up than all these complicated "weighting" schemes you are coming up with.
Spells with a (1d6) per level or say 3d8+((1 per level) (max add of 10)) etc. 

Coming up with a complicated weighting mechanism that scales across everything seems way harder than just rolling 1d6/level and adding it up. 

Remember the game was launched with what lvl 10 as max, so 10d6 was most they were doing. You would write something to deal with that stuff.  As the game extends you keep using what works. 

But hey, you do you and keep on coming up with more and more complex scenarios and ways of generating random numbers. But it's pretty mad to do so. 

You might try optimising by generating bell curves for every type of damage and variant that can be rolled, then working out the % and rolling 1d100 (or probably 1d10000/100) to give the damage values, but hey that's a massively complex system with thousands of variants.  Just for a weighted d6 you have 1D6, 1d5+1, 1d4+2, 1d3+3, 1d2+4.  1d1(1or0)+5.  lets see, disintigrate is 40d6 @ 20, and there's a bunch of caster levels so , perhaps 60d6, generate lots of charts.  Lots and lots.  Then do it for all different kinds of dice.
  

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Charon
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Re: Update 4.9 version 35849
Reply #131 - Apr 25th, 2021 at 11:25am
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higgildypiggildy wrote on Apr 25th, 2021 at 8:51am:
It's easier and a lot more maintainable to do RandBetween(1, 6) 15 times and add them up than all these complicated "weighting" schemes you are coming up with.
Spells with a (1d6) per level or say 3d8+((1 per level) (max add of 10)) etc. 

Coming up with a complicated weighting mechanism that scales across everything seems way harder than just rolling 1d6/level and adding it up. 

Remember the game was launched with what lvl 10 as max, so 10d6 was most they were doing. You would write something to deal with that stuff.  As the game extends you keep using what works. 

But hey, you do you and keep on coming up with more and more complex scenarios and ways of generating random numbers. But it's pretty mad to do so. 

You might try optimising by generating bell curves for every type of damage and variant that can be rolled, then working out the % and rolling 1d100 (or probably 1d10000/100) to give the damage values, but hey that's a massively complex system with thousands of variants.  Just for a weighted d6 you have 1D6, 1d5+1, 1d4+2, 1d3+3, 1d2+4.  1d1(1or0)+5.  lets see, disintigrate is 40d6 @ 20, and there's a bunch of caster levels so , perhaps 60d6, generate lots of charts.  Lots and lots.  Then do it for all different kinds of dice. 

The thing is that back then we had less processor.  Remember, when the game launched a P4 was top of the line.  Our cpus could probably take 15d6 today,  back in the p4 era,  I'm less confident.  Back then you really did need to hack more things to fake functionality in an optimized way to stay within system resources.
  
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Re: Update 4.9 version 35849
Reply #132 - Apr 29th, 2021 at 8:51pm
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So I googled and found this

https://stormflaggames.com/team

I am disappointed that the U49 solving of lag forever hasn't yet been added to anyone's bio.
And how long till Jerry comes on board as an advisor. Surely with so many, there is a place for him to hide.
  
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Re: Update 4.9 version 35849
Reply #133 - Apr 30th, 2021 at 5:56am
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Shinyshoes wrote on Apr 29th, 2021 at 8:51pm:
So I googled and found this

https://stormflaggames.com/team

I am disappointed that the U49 solving of lag forever hasn't yet been added to anyone's bio.
And how long till Jerry comes on board as an advisor. Surely with so many, there is a place for him to hide.


Holy Baby Buhjeebers Batman!  That’s like everybody that Turbine fired from 2013 thru 2017!
  
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Re: Update 4.9 version 35849
Reply #134 - Apr 30th, 2021 at 6:26am
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ricardo-liu is the hyperlinked linked in when you click on Michael Kujawa name on that web page.  dude got two names?
  
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Re: Update 4.9 version 35849
Reply #135 - Apr 30th, 2021 at 6:45am
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Cheesy[quote author=704B4A4D5A504B4C4650230 link=1618342931/132#132 date=1619743893]So I googled and found this

https://stormflaggames.com/team

/quote]

Look at these people with their "quality assurance" and "player retention"
  
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Re: Update 4.9 version 35849
Reply #136 - Apr 30th, 2021 at 9:53am
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higgildypiggildy wrote on Apr 25th, 2021 at 8:51am:
It's easier and a lot more maintainable to do RandBetween(1, 6) 15 times and add them up than all these complicated "weighting" schemes you are coming up with.
Spells with a (1d6) per level or say 3d8+((1 per level) (max add of 10)) etc. 

Coming up with a complicated weighting mechanism that scales across everything seems way harder than just rolling 1d6/level and adding it up. 

Remember the game was launched with what lvl 10 as max, so 10d6 was most they were doing. You would write something to deal with that stuff.  As the game extends you keep using what works. 

But hey, you do you and keep on coming up with more and more complex scenarios and ways of generating random numbers. But it's pretty mad to do so. 

You might try optimising by generating bell curves for every type of damage and variant that can be rolled, then working out the % and rolling 1d100 (or probably 1d10000/100) to give the damage values, but hey that's a massively complex system with thousands of variants.  Just for a weighted d6 you have 1D6, 1d5+1, 1d4+2, 1d3+3, 1d2+4.  1d1(1or0)+5.  lets see, disintigrate is 40d6 @ 20, and there's a bunch of caster levels so , perhaps 60d6, generate lots of charts.  Lots and lots.  Then do it for all different kinds of dice. 


interesting insight
  
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Re: Update 4.9 version 35849
Reply #137 - Apr 30th, 2021 at 10:39am
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Shunned wrote on Apr 30th, 2021 at 6:26am:
ricardo-liu is the hyperlinked linked in when you click on Michael Kujawa name on that web page.  dude got two names?

If you look at his Linked In profile, it looks like he hasn't been with Storm Flag Games for almost 3 years!
  

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Re: Update 4.9 version 35849
Reply #138 - Apr 30th, 2021 at 5:16pm
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Stormflag games, we may not be able to create our own games but we can surely fuck up yours.
  

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