Aprosule Posted June 9, 2013 Share Posted June 9, 2013 http://www.codeproject.com/Articles/28548/Pitfalls-in-Random-Number-Generation Suppose a program seeds a random number generator with a fixed seed, say 21495. If you run this program again with the same seed, it will produce the same series of results. This is good news for reproducibility and testability, but it might not be the behavior you expect. If this seed is part of a game, players may be disappointed if your game always acts the same way given the same moves. A common remedy for this situation is to have your program set the seed from the system clock when the program is launched or when the game begins. Does WARFRAME use the system clock to influence your personal RNG for mods? If so, that makes it exploitable via spoofing your system clock while having a thorough understanding of the RNG tables. You could modify your chances for a certain drop... Link to comment Share on other sites More sharing options...
Azure_Kytia Posted June 9, 2013 Share Posted June 9, 2013 Nah, they have their game set up with Random.org. Since it uses atmospheric noise fed into the computer to push out a number, it's pretty close to true random. Just kidding, although I sure hope that this isn't the case. I doubt it would be, because it's a pretty obvious oversight. Link to comment Share on other sites More sharing options...
Aprosule Posted June 9, 2013 Author Share Posted June 9, 2013 although I sure hope that this isn't the case. I doubt it would be, because it's a pretty obvious oversight. That's why I'm bringing it up. I do hope that DE's tendency towards oversight is absent in this matter. I prefer to have my games fair :3 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now