> the game used several distinct pseudorandom number generators, to prevent e.g. randomness within a combat from influencing future card rewards.
Why is this important? Feels like fixing what seems to be a non-issue lead to a bunch of real issues.
With a good RNG it should not be possible to predict future numbers based on past numbers so players cannot manipulate card rewards in their favour based on combat actions, right?
Why is this important? Feels like fixing what seems to be a non-issue lead to a bunch of real issues.
With a good RNG it should not be possible to predict future numbers based on past numbers so players cannot manipulate card rewards in their favour based on combat actions, right?