This article also applies to WoW for me, having seen a lot of similarities in thought. Of course the article can be applied to pretty much anything that relies on chance aka the-RNG-boss (who is unkillable and an asshole). Like the Headless Horseman's mount in the Halloween event. People are still absolutely convinced that there are server times involved in the drop rate chances, the most prominent is the 7am/7pm myth that it will drop most at that specific time. (although I can't find the discussions about the myth anymore, it was prevalent for a long long time)Rhykker said:How Your Mind Screws with You in Games Like Diablo
Your mind tricks you into drawing illogical conclusions all the time. Here are 14 game-related examples.
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You're kinda underestimating what a "large" list means, though. The most used computer RNG these days is the Mersenne Twister, which in its most common interpretation has some 10^6000 terms. Yes, it's crackable if you can get 624 straight observations, but there's far too much randomness in D3 to find that number of seeds.Avaholic03 said:Calling some of those things "fallacies" makes the assumption that computer RNGs are completely random. In reality, they aren't...because computers can't be random. What is happening is a seed is selected in a large list of numbers, and the output is predictable if you know the seed (see also: Minecraft terrain generation).
So, there actually can be such thing as a "hot hand" if the seed just happens to line up with right numbers that you're looking for. Of course, not being able to see the calculations going on behind the scenes, it would be basically impossible to take advantage of that. But given enough observation, someone could theoretically "crack the code" for when good or bad "random" things will happen in a computer game.
Literally true; practically absolutely infeasible. Note that in on-line multiplayer games, there isn't ever only one pseudo-random number generator sequence in existence at any given time, and the number picked to represent the result of any given action will depend not only upon who is doing the picking, but where the picking is done, why the picking is done, and the number of other people picking numbers simultaneously.Avaholic03 said:Calling some of those things "fallacies" makes the assumption that computer RNGs are completely random. In reality, they aren't...because computers can't be random. What is happening is a seed is selected in a large list of numbers, and the output is predictable if you know the seed (see also: Minecraft terrain generation).
...Except if you can do that, you can just go for the something else that uses PRNG - oh I don't know - Every automated encrypted information on the internet or something?Avaholic03 said:Calling some of those things "fallacies" makes the assumption that computer RNGs are completely random. In reality, they aren't...because computers can't be random. What is happening is a seed is selected in a large list of numbers, and the output is predictable if you know the seed (see also: Minecraft terrain generation).
So, there actually can be such thing as a "hot hand" if the seed just happens to line up with right numbers that you're looking for. Of course, not being able to see the calculations going on behind the scenes, it would be basically impossible to take advantage of that. But given enough observation, someone could theoretically "crack the code" for when good or bad "random" things will happen in a computer game.
Part of the problem with computer games is that things like this at least sound plausible. While there are various superstitions surrounding dice, for example, most of them aren't actually taken particularly seriously and are just seen as a bit of fun. Someone might have a "lucky" die, but they're not going to spend hours arguing that the laws of physics genuinely don't apply to it. But with computer RNGs, things like the time actually can be used and therefore have an effect. As Tamayo says it's essentially impossible for anyone to actually notice that effect, but the mere fact that it's not physically impossible as it is in other cases lends some extra plausibility that can lead people to believe they've seen an effect even if they wouldn't believe it in a non-computer game.Imperioratorex Caprae said:People are still absolutely convinced that there are server times involved in the drop rate chances, the most prominent is the 7am/7pm myth that it will drop most at that specific time.
And the problem here is that in some games, the AI actually does cheat. It probably doesn't in Civ, but the fact that we know it does in many games, often extremely blatantly, again lends plausibility to the idea in cases where it's actually just our biases fooling us.Gibbatron said:Not having played D3, the game this article most reminded me of was Civ4. Losing a 99.9% battle hurt pretty bad. Losing 2 in 10 battles felt like the world was trying to destroy your game. Saw a lot of people complaining about a cheating AI when they got these sort of streaks.
Starcraft is a heck of a stretch, there's not much random in it, failing to think of any way of applying any of this article to it.Flutterguy said:This could be done for any blizzard game of the last decade really. Even starcraft relies on rng, to a lesser degree.
He didn't say they didn't happen. He said they weren't remotely as frequently as people believed. That's what the fallacy is, that we think the unusual happens more often than it does because we remember the unusual more than the mundane.Dracodraco said:I had to make a new account just to comment on this after it was linked on Diablofans (with a short cutoff from the part about the Von Restorff effect) - in the early times of Diablo 3, double drops *did* happen - as in, exact clones of items that you had just received. It happened ONCE to me in the span of a summer of playing (It was an andariels helm, which dropped twice from a single charger-bull thing in the caverns of ice. Curious, as white mobs are not supposed to be able to drop more than 1x item at a time - exact same stats on it, down to the same amount of armor).
You may have heard of this and believed it to be the Von Restorff effect (which very much is a thing - people get 3x ramaladnis in a day now and assume they're common as fuck, while others go houndreds of levels without), while in reality, it was a very real bug in the game that did happen on very rare occasions. After more than 650 paragon levels in RoS it has never happened again, and none of my friends have reported it for more than a year, so I believe the bug has since been fixed.