The two biggest 'RNG' events I can't seem to fully believe in Battlegrounds are 1) how often a Selfless Hero will give divine shield to another f#*ing Selfless Hero and 2) how rarely your minions attack the f#*ing Jugglers once the taunts are gone. I am aware that both events would have confirmation bias in full effect but I am tempted to gather stats anyway. In fact I intend to start tracking Selfless Hero for sh#ts and giggles.
Results so far:
Will Selfless Hero give Divine Shield to herself or another Selfless Hero?
Total events tracked = 19
Averaged theoretical random odds over those events = 27%
Actual percent times Selfless Hero gets a shield = 47%
I assumed that when 2 shields are activated that it is two separate events. The second event has 1 fewer valid targets. Which shield hit first was not tracked so I summed the odds of each.
E.g. Event 13:
2 shields were triggered with 4 valid targets including 1 Selfless Hero.
Event odds of SH getting a shield = shield 1 odds (1/4) + shield 2 odds (1/3)
hearthstone coded in unity engine but what they are using to generate random number is a mystery there is plenty of way to implement randomness to the algorithm most common one is the system time. when you execute the order it takes system time and with the help of algorithm it calculates a number in between specific range by using that system time. but when you apply it some patterns will appear more often than others depending on the player's behavior.
to explain that in real life there are too many other factors that effects the randomness like gravity, wind, sound all the external facto so if one is not cheating pattern will not repeat itself so easily. but in pc that pattern will repeat so easily because the number of factors that effects the randomness decreases too much no gravity no wind no sound not much external factors.
There are other ways to generate random numbers but eventually they are all tend to create patterns. collecting data from external sources like wind speed, direction, humidity, keystrokes, mouse movements even traffic in real life but they are all pseudo randomness their real aim is creating a pattern that user cannot predict so easily. it is same for the hs you cannot guess what pattern is but it doesn't mean that it is random.
Thats because it is not random. I have noticed from my own games and I have 10k+ games so I know what Im talking about, the amount of tilt inducing random bullshit with Brawl is insane, almost always will let the worst minion live.
Also card generation shows it better, because in Brawl you can always claim it was just "unlucky" but as you said, to get the same card is insane odds, but it happens more often than the odds suggest. It is stupid RNG for sure.
Thats because it is not random. I have noticed from my own games and I have 10k+ games so I know what Im talking about, the amount of tilt inducing random bullshit with Brawl is insane, almost always will let the worst minion live.
Also card generation shows it better, because in Brawl you can always claim it was just "unlucky" but as you said, to get the same card is insane odds, but it happens more often than the odds suggest. It is stupid RNG for sure.
Awesome. You resurrected a thread from a year and a half ago.
The two biggest 'RNG' events I can't seem to fully believe in Battlegrounds are 1) how often a Selfless Hero will give divine shield to another f#*ing Selfless Hero and 2) how rarely your minions attack the f#*ing Jugglers once the taunts are gone. I am aware that both events would have confirmation bias in full effect but I am tempted to gather stats anyway. In fact I intend to start tracking Selfless Hero for sh#ts and giggles.
Results so far:
Will Selfless Hero give Divine Shield to herself or another Selfless Hero?
Total events tracked = 19
Averaged theoretical random odds over those events = 27%
Actual percent times Selfless Hero gets a shield = 47%
I assumed that when 2 shields are activated that it is two separate events. The second event has 1 fewer valid targets. Which shield hit first was not tracked so I summed the odds of each.
E.g. Event 13:
2 shields were triggered with 4 valid targets including 1 Selfless Hero.
Event odds of SH getting a shield = shield 1 odds (1/4) + shield 2 odds (1/3)
hearthstone coded in unity engine but what they are using to generate random number is a mystery there is plenty of way to implement randomness to the algorithm most common one is the system time. when you execute the order it takes system time and with the help of algorithm it calculates a number in between specific range by using that system time. but when you apply it some patterns will appear more often than others depending on the player's behavior.
to explain that in real life there are too many other factors that effects the randomness like gravity, wind, sound all the external facto so if one is not cheating pattern will not repeat itself so easily. but in pc that pattern will repeat so easily because the number of factors that effects the randomness decreases too much no gravity no wind no sound not much external factors.
There are other ways to generate random numbers but eventually they are all tend to create patterns. collecting data from external sources like wind speed, direction, humidity, keystrokes, mouse movements even traffic in real life but they are all pseudo randomness their real aim is creating a pattern that user cannot predict so easily. it is same for the hs you cannot guess what pattern is but it doesn't mean that it is random.
Thats because it is not random. I have noticed from my own games and I have 10k+ games so I know what Im talking about, the amount of tilt inducing random bullshit with Brawl is insane, almost always will let the worst minion live.
Also card generation shows it better, because in Brawl you can always claim it was just "unlucky" but as you said, to get the same card is insane odds, but it happens more often than the odds suggest. It is stupid RNG for sure.
Awesome. You resurrected a thread from a year and a half ago.