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Kaskali's Avatar

01.24.2013 , 06:12 PM | #33
We have computers that win at Jeopardy! and calculate pi to ten trillion digits. Do you honestly think no one has figured out how to approximate a die roll that is sufficiently random for video game crafting?

This is one of those situations where a little bit of knowledge does more harm than good. Unless you are a cryptographer or a mathematician, computer randomization is more than sufficient for your needs.
Quote: Originally Posted by Danylia View Post
The seed in Neverwinter Nights, another Bioware game, was for example based on the area you were in (among other things), and it did reset each time you changed an area. Also, once the seed was set, the "random" sequence of numbers was always the same, meaning that if with seed A you got rolls like 45, 89, 76, 3, 15 etc., you would get exactly the same rolls if you would manage to get seed A again.
I never played Neverwinter Nights, but single-player games are sometimes designed in ways that appear (and may, in fact, be) not entirely random in order to discourage players from cheating by saving the game and reloading if they don't get the results they want. This is most noticeable in turn-based games like XCOM or Civilization; if you reload a saved game and do the same things you did first time, you will get the same combat results. You can reload your saved game a hundred times, but if you have the same unit move the same way and attack the same enemy unit, the results will be the same each time. It may be that Neverwinter Nights was designed as it was not because of a limitation of computer randomization, but to discourage cheating.