When the opponent get it, it sucks.
When you get it, it is awesome.
For some reason a lot of people only remember when the former happens...
For sure, there are built in advantages for players. But bonus AP seems to disproportionately favor the AI.
Rosraf said: Look, it is clear the color drops are not random as of the moment they drop, and the AI calculates them before they appear on a screen. We know this because visual effects from a cascade (AP count, power ups, invisibility, etc) appear before cascade fully appears or completes. Sometimes the effects of a chain appear way before the chain completes (like 4 or 5 subsequent matches in advance).
Rosraf said: So the only question is if information for tiles that have not appeared yet factor into AI’s matching. The collective experience of many players for years suggests it does.
Rosraf said: I lept track rack of bonus AP (additional AP gained solely by matches made from new falling tiles) in Clash of the Titans matches this morning. AI beast me in bonus AP by 68%! -And I do try to be mindful of bonus ap drop potential.
cpeyton3535 said: This enemy advantage in drops was a 'perception' that was so prevailing that steps were taken to address the issue. At least for PvE. Meaning it is now semi-random.https://forums.d3go.com/discussion/73325/enemy-cascade-limiting-6-12-18 Didn't seem to work!
Rosraf said: Look, it is clear the color drops are not random as of the moment they drop, and the AI calculates them before they appear on a screen. ...For sure, there are built in advantages for players. But bonus AP seems to disproportionately favor the AI.
HoundofShadow said: Here is something that might be interesting:https://www.demiurgestudios.com/engineering/a-worthy-opponent/After they made changes to limit cascade in PvE, I say that it's not as random as before.
Yepyep said: HoundofShadow said: Here is something that might be interesting:https://www.demiurgestudios.com/engineering/a-worthy-opponent/After they made changes to limit cascade in PvE, I say that it's not as random as before. Random is conceptually binary: there is random or not random. <random = not random.I am neither a mathematician nor a statistician, so perhaps I am wrong. But I don't think that I am wrong about the above. Are any of you women and men out there able to confirm or disconfirm me on this, please? (Be gentle, lol)
Yepyep said: Rosraf said: Look, it is clear the color drops are not random as of the moment they drop, and the AI calculates them before they appear on a screen. ...For sure, there are built in advantages for players. But bonus AP seems to disproportionately favor the AI. More telling than anything, is that there IS an algorithm ordering drops. Period.Just these two truths are proof (to me) that there is a process to the drop. It is not random. If the drop is not random -- then what is?
Phumade said: Yepyep said: Rosraf said: Look, it is clear the color drops are not random as of the moment they drop, and the AI calculates them before they appear on a screen. ...For sure, there are built in advantages for players. But bonus AP seems to disproportionately favor the AI. More telling than anything, is that there IS an algorithm ordering drops. Period.Just these two truths are proof (to me) that there is a process to the drop. It is not random. If the drop is not random -- then what is? I’m not sure I understand your point?is the drop random? No they told you the gems are weighted to drop more often than TUs. By definition that is not randomare tiles randomly placed on the board? Yes randomly enough that you would need a large number simulator to prove that any one position on the board has a higher affinity for any one tile over another position.Your question is like asking if every seed in MIcrosoft freecell is beatable. The answer is no there are unwinnable seed games. Does that make the game inherently unfair?