Some reasons the RNG matters

The mods asked me to type some thoughts that their folks could respond to, then they all disappeared and closed the thread after I did. So, here are some thoughts that expose why the horrible RNG implementation matters for the game.

SGG and its defenders want people to keep spending money, but don’t want to be honest about how that money is being spent. Posting odds may be enough legally (MAY be), but companies like SGG are exploitative to begin with, so it’s odd that people want to believe they are somehow morally developed enough to be honest about the RNG’s functionality.

The data presented is about starting tiles, and is irrelevant to the discussion I’m having because it’s not about starting tiles, it’s about distribution of random results in a game regardless of how they are generated (but it’s still part of the process). It’s like saying one person got rich in America so the system isn’t rigged. Bollocks.

I’ve made the argument many times before, and snarky forum members just attacked me and mods laughed. We can try again, though.

Here is a random assortment of numbers:


Here is another one:


Part of the problem with your side of the argument, is its proponents (why are they all so mean if it’s just data?) want to sometimes claim that randomness occurs in short sets and sometimes they want to claim that randomness can’t be judged unless we look at infinity numbers.

If you want to look at finite sets, then what I posted above is absolutely indicative of true randomness.

If you want to look at an infinite set, then what I posted above is absolutely indicative of true randomness.

Do you understand now that we agree and that starting tile boards (which ARE admittedly manipulated by SGG code rather than being random) are irrelevant to the discussion? That’s just one aspect, and can’t be judged by finite sets that represent a tiny fraction of the randomness generated by the game in a minute.

Also, this is a game, not a randomness simulator. The distribution of outcomes matters. If SGG told you that the odds were correct, but you were always going to be assigned a string of numbers like those above, would you still play? Maybe, but if the RNG distribution is ■■■■ then the game is irrelevant. Let me demonstrate how this could be fixed by SGG pretending this is a game and not a way to break down players’ mental health and exploit it for profit.

  1. If I go into a Raid and there are only 12 tiles of my color in the first, say, 200 tiles, which happens all the time, the game could be programmed to ask if I want to concede. That would go a long way toward goodwill, since SGG knows my time is about to be wasted and I don’t. They can control that, but they don’t, which is reason 1 that their implementation of randomness is bad, and matters.
  2. The game should not be programmed to give the illusion that numbers are generated on the fly. This gives people the false impression that they have a fair chance at a pull every time they pull, but that’s not correct. A 10-pull is a single set, pre-determined.
  3. Ditto something like Miss Chance. If I’m about to win a raid, but the tiles are going to miss 30 or 40 times in a row so that the opponent can win, the game should simply end the raid.

Since we know true randomness doesn’t exist here, all I want is SGG to be honest about that. They are not. The game is designed to hide that from players, and to give them the false impression that they have fair distribution.

Let’s take something like Magic the Gathering. If I buy a box of Magic, I’ll get a full set. Have you ever wondered why that is, when individual packs are randomized? It’s because they know that in order for the game to be played, players have to have cards. In order to get players to buy cards, there has to be some kind of ADJUSTMENT to pure randomness.

The other reason they do this is because if people were buying packs and one pack had all commons and another pack had every rare/foil/unique/whatever card in it, very few people would buy packs. That’s how this game works. This game has winners and losers like that, folks that get 3x HotM on a 10-pull and folks that pull 200 and barely get a 4*. Of course, the “pure randomness” people will conveniently start talking about the infinite set at times like these, and then reject the infinite set when they want to talk about starting tiles.

The game should simulate randomness better FOR A GAME, which is my only point. The fact that it is so bad at simulating randomness for a game points to a couple of things: Devs aren’t good, or there are motives for hiding the way randomness is distributed here (see above). The motive, of course, is making money off suffering, and as the current health crisis has shown, there are a LOT of people who believe in making money off suffering. I understand they’re allowed here, but so should be the people who reject it.

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