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Random Number Tables
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Author:  Southrend [ September 3rd, 2009, 10:49 am ]
Post subject:  Random Number Tables

Quote:
Nizze 20 asks:
Do you think luck is too dominant in RuneScape? I’m especially thinking of combat, since a level 100 could easily beat a lvl 130 with a stroke of luck. Personally I don’t think that is fair, but I'd like to hear your opinion.


I don’t think luck is too dominant but I can understand how people get frustrated when they get a sudden run of bad luck. Unfortunately, statistically, a sudden run of good or bad luck in a truly random system is a lot more likely than you might think. This is why you can sometimes not get any good drops for far longer than you expect and then suddenly get two good ones in a single go.

I’ve wondered about making it less random by using random number tables rather than making each random decision in isolation, such that after a roll of the die is ‘used up’ you are less likely to get that result again until you have also had the other results the die can give. This would leave it somewhat random but make it impossible to get a run of bad or good luck. However, I’m not sure, and wonder if removing that would take something away from the game.


So it's basically about taking luck out of this game. I'd like to see this implemented. If they'd do that you would only need to do 10000 clues to be certain of a piece of 3rd age. Now it doesn't matter how many clues you've done the chance is still 1/10000. I'd prefer some more control on my rewards.
I doubt it will take anything out of the game. Except for when you get a good item in the first drop then you'll just know you won't get one for quite some time.

Please note, I don't really know if it's 1/10000 so don't blame me if I'm wrong.

Author:  Adbot [ September 3rd, 2009, 10:49 am ]
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Author:  Davo [ September 3rd, 2009, 1:56 pm ]
Post subject:  Re: Random Number Tables

I agree that some of the luck should be taken out of the game. That's one of the reasons I'm not a huge fan of combat. I have noticed though that you seem to hit harder and more often if you click on your foe after each time you hit him rather than just sitting there watching the fight take place. I'm not 100% sure, it's just what I've observed throughout my combat career.

Author:  ryan1 [ September 3rd, 2009, 10:03 pm ]
Post subject:  Re: Random Number Tables

I hate the randomness of RuneScape, especially in combat. Of course, you can't not have it be random in a game of this type. Games like WoW can be much less random because you have more direct control of your character. It would be impossible to make RS combat less random without completely revamping the system.

However, I like the idea of the odds for a rare drop improving very slightly until you get the drop, and then resetting afterward.

Author:  Mi Thrill [ September 3rd, 2009, 11:54 pm ]
Post subject:  Re: Random Number Tables

Drops should always be random, but skilling shouldn't be.(and combat skills)
Current system, how skills affect your speed and how str, atk, def, mage, ranged etc. affect your combat, is ridiculous.

Just a few examples:
Code:
740k ATK XP = 13000k ATK XP

^can easily happen in one hour test period in which 70 attack has a bit better weapon than the one with 99. 99 attack should pown in accuracy anyways. (Compare: in WoW if your opponent is, say 8 levels higher than you, it doesn't matter what uber equipment you have, the higher levelled will own.^

Code:
19k GP > 99 Mining

^This is what really makes me see red. 99 Mining should pown level 41 miner in any situation, any location, any rock, with any pickaxe. This is just so wrong, and what keeps bad spirit up in the mining, giving reason for low level miners to easily annoy high level miners.^

Author:  Shane [ September 4th, 2009, 12:05 am ]
Post subject:  Re: Random Number Tables

Random is random and should be random. It takes the fun out of it knowing that it will come eventually. I don't want to see people camping out somewhere because they are "due" for a visage.

Leave it the way it is.

PS: It can be argued that what we have right now isn't true random provided they use Java's built in Math.random() method. This method uses a pseudorandom generator, which for you non-programmers means that it uses an algorithm with a prime number seed to generate a number that looks random.

Author:  dafin0 [ September 4th, 2009, 1:49 am ]
Post subject:  Re: Random Number Tables

I think the randomness in combat should be "dead and gone".

Cheers, daifn0 :lol:

Author:  Adbot [ September 4th, 2009, 1:49 am ]
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Author:  Germanisland [ September 4th, 2009, 5:57 am ]
Post subject:  Re: Random Number Tables

I think the randomness should be taken out of combat, a lot of times I hit 0-4 with a d long spec and then I'll hit a 15 with no spec =/ But they should get it random when it comes to drops and clues

Author:  Killjoy [ September 4th, 2009, 1:18 pm ]
Post subject:  Re: Random Number Tables

Take out the random ness of combat. Leave the randomness of drops, clues, rewards, ect.

Author:  The Killer [ September 5th, 2009, 1:00 am ]
Post subject:  Re: Random Number Tables

If you are guaranteed high hits in combat, what'll happen to pvp?


AGS 2 spec kills?

Claw rush 100% success rate?

Author:  Mi Thrill [ September 5th, 2009, 8:27 am ]
Post subject:  Re: Random Number Tables

The Killer wrote:
If you are guaranteed high hits in combat, what'll happen to pvp?


AGS 2 spec kills?

Claw rush 100% success rate?

Not guaranteed. We're talking about that, in 10 minute test period, one with 99 strength should hit higher than one with 90 strength. (against same opponent and with same equipment, of course)

If you ask me, I'd say that even 99 vs. 97 should be clear in 10 minute averages. (NOTE: not so that 99 hits bigger numbers in every hit, but so that 99 would hit 2% bigger in average)

Author:  power crazy [ September 5th, 2009, 9:33 am ]
Post subject:  Re: Random Number Tables

Mi Thrill wrote:
The Killer wrote:
If you are guaranteed high hits in combat, what'll happen to pvp?


AGS 2 spec kills?

Claw rush 100% success rate?

Not guaranteed. We're talking about that, in 10 minute test period, one with 99 strength should hit higher than one with 90 strength. (against same opponent and with same equipment, of course)

If you ask me, I'd say that even 99 vs. 97 should be clear in 10 minute averages. (NOTE: not so that 99 hits bigger numbers in every hit, but so that 99 would hit 2% bigger in average)

I think Kebbit was pointing out that you aren't in a fight with someone for ten minutes anyhow, so it still has to be based on luck.

Author:  Bellicosity [ September 5th, 2009, 9:52 am ]
Post subject:  Re: Random Number Tables

make runescape wasd to move, mutliply hp by 100 and give base damage on your attacks equal to your total strength, ranged strength, or magical accuracy. damage modification necessary, but would bring rs up to date with 90% of other mmos out there :)

Author:  Mi Thrill [ September 6th, 2009, 3:30 am ]
Post subject:  Re: Random Number Tables

power crazy wrote:
I think Kebbit was pointing out that you aren't in a fight with someone for ten minutes anyhow, so it still has to be based on luck.

I know. The current system makes no sense to me :( Equipment (read: money) and luck p0wn levels so hard right now.

And if money means same as luck... Oh my.

Author:  Iron Maiden [ September 6th, 2009, 9:23 am ]
Post subject:  Re: Random Number Tables

PVP is fine with luck. Else, every single ******** will max their account, get AGS and hit like insanes. 30 second kill and just made a few millions. Wow how lame. A new awesome way to make the game even easier!

Clue Scrolls should stay about luck. If your chances double or something at every level 3 clues you do, Third Age and other junk like that wont be rare for long. Then, clue are going to be worthless since the rewards will be worthless also.

I think the luck system is fine.

Author:  Tank Of H3ll [ September 6th, 2009, 10:38 am ]
Post subject:  Re: Random Number Tables

I like the luck factor. It's what makes it fun for me.

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