Random card placmeent in deck - algorithm?

rnjmur
rnjmur Posts: 11 Just Dropped In
There needs to be a better algorithm for deck generation at the beginning of a match. How many times I have played and in the first 10 cards I get one of the same three every draw. In a real game with a set deck size this should be practically impossible. I can see getting two of the same card, two of the same card for two different cards, maybe even three of the same card every once in a while, but getting three of one card then two of the same 3 cards one after another seems like it should be hardly possible. This makes me think that the deck is generated completely randomly from the 10 cards which are in your deck or the deck size is some ridiculous number like 100 cards per deck.

I would suggest building an algorithm based on a specific deck size then calculating an even distribution of cards through that deck. For example:

You have 10 cards in your deck and you can have 4 of each card in your deck = maximum deck size of 40.
You chance for drawing a specific card should be 1/10.
After a card is drawn, say card A, there are only three of those cards left in your deck of 39. Your chance of drawing that card is now 1/13.
Now you draw card B, there are only three of those cards left in your deck of 38. Your chance of drawing that card is now 1/12.6.
Now you draw card A again, there are only two of those cards left in your deck of 37. Your chance of drawing that card is now 1/18.5.

Comments

  • BayTamago
    BayTamago Posts: 50 Match Maker
    I agree the initial seed for a deck should be a playset of each card, *however*, you can't lose this game via traditional mill, so once you're through the first 10, it needs to start generating extra cards either at the end or interspersed into the remaining seed deck.
  • Morphis
    Morphis Posts: 975 Critical Contributor
    Deck is actually already generated as you suggested
    4 copies of each card for a total of 40.

    So why this bad hand happen so often?

    (While reading what follows read "bad" as "multiple duplicate cards in a row" and "good" as "little to no duplicate cards")

    - selective memory: we remember bad things more than good things.

    - any "bad" hand is different and has its own chances. When you count the amount of different "bad" hands that can be generated you see that the chances increase.

    - no way(unlike paper magic) to do something about a bad starting hand.

    - RNG is RNG. To be truly random a system should be able to generate both extremely "good" scenarios and "bad" scenarios



    This said, I feel honestly the way the game is built is too much random already.
    Lowering the random factor on card draws(deck of 30 cards maybe?) would be good.