Portal-Zone Gothic-Zone Gothic II-Zone Gothic 3-Zone Gothic 4-Zone Modifikationen-Zone Download-Zone Foren-Zone RPG-Zone Almanach-Zone Spirit of Gothic

 

Seite 3 von 3 « Erste 123
Ergebnis 41 bis 47 von 47
  1. Beiträge anzeigen #41 Zitieren
    Veteran Avatar von N1kX
    Registriert seit
    Aug 2018
    Ort
    Serov
    Beiträge
    683
     
    N1kX ist offline
    Zitat Zitat von Blubbler Beitrag anzeigen
    I'm not a fan of games lying to the player about percentages. If a game declares a 17% chance of something happening, it should work the same as a 6-sided die would work in real life. If someone plays Gothic 2 with this mod and learns that at 10% chance every 10th attempt is a guaranteed success, it will reinforce a wrong belief in the gambler's fallacy.
    Why did you think that? The plugin replaces the random with a pseudorandom. With each of your misses, the chance for the next hit will increase until the full damage is triggered, then it will reset and be a new one. At the same time, you can also deal 5 full damage in a row, the general logic remains almost unchanged. With the plugin, when you improve your weapon proficiency, you will no longer be disappointed that you can miss 20 times in a row by 50%.

    Here's an example - 10% hitchance. You struck a blow, if it was incomplete, then your next blow will have a 12% chance, if it was also not critical, then 14, and so on until the full blow passes and the increase is reset. This is the whole pseudorandom login.

  2. Beiträge anzeigen #42 Zitieren
    Drachentöter Avatar von Blubbler
    Registriert seit
    Dec 2004
    Beiträge
    4.725
     
    Blubbler ist offline
    Zitat Zitat von N1kX Beitrag anzeigen
    random with a pseudorandom
    All computer algorithms are pseudorandom. The issue with the original PRNG is that sequences are unnatural and you do (non-)crits more often in a row than if it was true randomness.
    But the new algorithm is worse and it even has the name "zTrueChance", when it has nothing to do with true chance, but instead tries to appease human fallacious thinking.
    That you can do critical hits at 0% is a big problem, but I suppose it will be fixed soon.

    With the plugin, when you improve your weapon proficiency, you will no longer be disappointed that you can miss 20 times in a row by 50%.
    With true randomness you would expect 20 misses in a row once every one million hits. A good PRNG would yield that result.
    In the original PRNG the chance is probably much higher due to the biased distribution and in "zTrueChance" it would happen way less than that.

    This is the whole pseudorandom login.
    Pseudorandom just means that it's not true randomness, for which you would need to observe natural phenomenons instead of using an algorithm. I think you could implement a better PRNG, which better emulates true randomness.

  3. Beiträge anzeigen #43 Zitieren
    Provinzheld Avatar von TopLayer
    Registriert seit
    Nov 2020
    Beiträge
    291
     
    TopLayer ist offline
    Zitat Zitat von Blubbler Beitrag anzeigen
    All computer algorithms are pseudorandom.
    When we say "pseudorandom" we mean "not true random and not true random immitation".
    Zitat Zitat von Blubbler Beitrag anzeigen
    The issue with the original PRNG is that sequences are unnatural and you do (non-)crits more often in a row than if it was true randomness.
    I bet that the player is not able to distinguish between standard pseudorandom generation and real true random generation.

    Imagine that you have a 50% chance of a critical hit and you are fighting two orcs. You need to kill the first orc as quickly as possible, because the hero's dueling potential is much higher. But once per 32 battles (on average), you miss 5 times in a row and cannot kill the first orc quickly enough, which leads to the death of the hero. And this is the problem: your decent critical strike chance is necessary to win the fight, but in some of those fights it simply has no effect. It doesn't even matter if you die once per 32 fights with a real random number generator or die once per 31.5 fights with a standard PRNG.
    Zitat Zitat von Blubbler Beitrag anzeigen
    If a game declares a 17% chance of something happening
    But does the game really declare it?

  4. Beiträge anzeigen #44 Zitieren
    Kämpfer Avatar von KingJamp
    Registriert seit
    Oct 2021
    Ort
    Münster
    Beiträge
    392
     
    KingJamp ist offline
    Download link expired

  5. Beiträge anzeigen #45 Zitieren
    Veteran Avatar von N1kX
    Registriert seit
    Aug 2018
    Ort
    Serov
    Beiträge
    683
     
    N1kX ist offline
    https://gitlab.com/union-projects/go...nce/-/releases

    Click on Packages - zTrueChance.vdf

  6. Beiträge anzeigen #46 Zitieren
    Ehrengarde Avatar von FaChDa
    Registriert seit
    Mar 2006
    Ort
    München
    Beiträge
    2.131
     
    FaChDa ist offline
    Zitat Zitat von KingJamp Beitrag anzeigen
    Download link expired
    Fixed.
    Übersetzungsarbeiten
    Returning - New Balance | Link: Klick
    Othello 3.6.14 | Link: Klick
    Dolina Zombie - Definitive Edition | Link: Klick

    [Bild: kofi5.png]

  7. Beiträge anzeigen #47 Zitieren
    Ranger
    Registriert seit
    Dec 2022
    Beiträge
    123
     
    Mudddd ist offline
    I have been testing this for a few hours now. And despite knowing way too much about random number generators, I gotta say: it just feels right.
    In harder mods, this mostly reduces the number of reloads due to bad luck, i.e. not getting a crit for ages in the early stages of the game. Well done, highly recommended!

Seite 3 von 3 « Erste 123

Berechtigungen

  • Neue Themen erstellen: Nein
  • Themen beantworten: Nein
  • Anhänge hochladen: Nein
  • Beiträge bearbeiten: Nein
Impressum | Link Us | intern
World of Gothic © by World of Gothic Team
Gothic, Gothic 2 & Gothic 3 are © by Piranha Bytes & Egmont Interactive & JoWooD Productions AG, all rights reserved worldwide