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Patch: Wilder Randomness
01-21-2016, 12:34 PM
Well, the reason why you want a balanced random number generator is because you want to ensure that every outcome is possible. If you have a situation where certain patterns of numbers never appear, or appear very infrequently, you risk locking out game content.
For example, one thing I was concerned about in randomizing the RNG table is the Auction House. The chance of getting Espers in the Auction House is very low, and the RNG depends on the movement of NPCs outside. Since there are many NPCs in Jidoor, the RNG skips over several values at once, and there is a very slight possibility that it might skip over every value where you are able to buy an esper, essentially making it impossible to get Golem and Zoneseek.
Of course, if you're just making a static mod, you can easily test whether the Espers are obtainable. It's more of a concern if you're making a randomizer where the random number generator is randomly randomized.
For example, one thing I was concerned about in randomizing the RNG table is the Auction House. The chance of getting Espers in the Auction House is very low, and the RNG depends on the movement of NPCs outside. Since there are many NPCs in Jidoor, the RNG skips over several values at once, and there is a very slight possibility that it might skip over every value where you are able to buy an esper, essentially making it impossible to get Golem and Zoneseek.
Of course, if you're just making a static mod, you can easily test whether the Espers are obtainable. It's more of a concern if you're making a randomizer where the random number generator is randomly randomized.
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