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Rng Seeding Seems Broken


Zerikin
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I am convinced that something is wrong with the seed generation for the RNG in this game. Far too often you get multiple drops of the same thing(s) in a row after not getting them for a long time. It is not just the alerts either. Making alerts have less famines is good but the underlying system seems to have a seed problem. You'll get no void keys, then you get nothing but void keys for 3+ runs on endless defences. I am aware of the how tables work for endless defence, but the wave 5 seed values just seem to not work correctly. Based on the table values the have been datamined the rarer drops are seen far less often than would be expected.

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The problem is that it isn't pure RNG, it is is weighted RNG. There's still common, uncommon, and rare alert tables with the chances of getting a rare being very slim just like with drops. And most everything worthwhile is in the rare table. This is why there is 20 freaking artifact alerts a day.

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