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29136: Re: [MUD-Dev] [DGN] The psychology of random numbers
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From: Vincent Archer <archer@frmug.org>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 28 Jan 2004 09:19:01 +0100
References: [1] [2] <-newest
Organization: Kanga.Nu
According to J C Lawrence:
> The PR problem is the killer, not the distribution accuracy, and
> that's where the engineering problem definition comes in. In
> general we're not engineering for statistically accurate
> probability models, we're engineering for something that is
> perceived well, and in general that means a system which appears
> unpredictable to the untrained eye for almost all small sample
> sizes, and which, if anything, "fails" to the player advantage
> more than it should. "Appearing random" and "being truly random"
> are different problems with different solutions.
I think it is Dark Age of Camelot that has a "streak-proof" combat.
Basically, if you fail to hit a monster 3 times in a row, you're
guaranteed to hit the next time, regardless of the odds. People
still swear loudly when they miss 3 times, but they don't curse you,
they curse bad luck.
--
Vincent Archer Email: archer@frmug.org
All men are mortal. Socrates was mortal. Therefore, all men are Socrates.
(Woody Allen)
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