Posted by ger0nim0 on 2010-02-01 17:43:45
The problem with the client in my opinion is only the Mersenne Twister used as random number generator.
The Twister itself is fine and gives us a good random number stream.
BUT, as I understood the implementation, the 2 players share a stream of random numbers. Which means:
If I do not take the 1 in this stream, (e.g. a GFI in the end of my turn), my opponent gets it.
And this is not random any more!
I do not doubt the Twister, I doubt the implementation!
Posted by Cavetroll on 2010-02-01 19:01:33
Heh, I rated 6 because you used the term 'diceraped'. You must have read one of my recently commented games. <lol>
Seriously, you have a good point about the difference in perception between the randomness in the client and the randomness in tabletop. I won't debate that point as I don't have enough information to support one argument over the other.
What I will point out is that at least in table top the coach is rolling the dice and gets to see the result. Then said coach has time to stare at it in disbelief (good or bad), soak in the result, and then move on. On the client, the dice are rolled for us, using a random number generator (which is not the same as rolling dice but I won't go there), and it all goes by so fast that we see the result before we see the die roll. For those coaches who are used to playing tabletop, this is backwards from the way we were conditioned. Plus, in the tabletop you can throw the dice across the room to vent your frustration. I'm not chucking my computer out the window no matter how much FUMBBL pisses me off :)
Posted by treborius on 2010-02-01 19:49:54
i stumbled across this: "the rolls in fumbbl are not as non random as they sometimes seem"
wow, that's some deep insight - rated 6 because i don't think that it should not be rated the highest rating %-)