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Céline wrote:And sometimes you will have 3 or 4 "win" in a row.
Don't know the English for "tirage sans remise"... it's not 48 and 5.
Rufio wrote:That said, I do think there's something fishy in some of the 'runs' I've seen. In my early days I stopped using BCs to rush things because a run of ~20 failures to skillup when the chance was >50% convinced me that %skillup was based on real time elapsed (i.e. time skipped when rushing was ignored). I never really started doing that again so I still don't know if I had a (literally) one-in-a-million unlucky streak or if it was a bug.
Balok wrote:I hunted something 24 times at a 50% chance. Got 7
Cordelia wrote:24 independent trials at 50% are supposed to result in 7 or fewer successes 3.2% of the time. So while this run of results is unlucky, it is still more common than rolling double-six at Monopoly.
Tiny Hippo wrote:Yes, this problem exist. When you use acceleration, the probability of skill growth, even with a high chance, is much lower. I think this is a problem on the server side. With acceleration, many problems.
Cloudigger wrote:To be clear, there is no way that the random is affected by any acceleration.
Cloudigger wrote:
To be clear, there is no way that the random is affected by any acceleration.
nobukita wrote:A few comments
- you wanted a check, it's done: the random generator is fine and the acceleration is not linked to him
- do you think that the players "from before" were more stupid than you and did not notice anything if the problem is always there? Or that Devs have tinkered with the code recently just to annoy you? What purpose ?
- you talk about your personal experience, mine shows no "practical" link between the two (I often accelerate the crafts that I do for up: I want to be able to do the craft that requires these ups!)
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