Just seen the announcement about the series revival and are playing again on an emu. I love the series. It's crazy seeing it done in 2h... I'm barely on floor 4 by then xD
@@ninespaces760 Wow. That's crazy that's based on the clock time. So, when I played the game I got a lot of bad RNG simply based on the time of day? Yikes.
@@sarcasticguy4311 It's actually pretty standard for RNG in any game on a system with an internal clock to be based on that clock since true "random" doesn't actually exist (Remember the roll of dice is still just a physics equation, albeit an *absurdly* complicated one: If gravity, throw force/angle, friction, initial rotation, edge wear etc. were all the same between throws the dice would roll the same) developers just pick something that's beyond the user's control and knowledge to make something that (like the physics based dice) "seems" random, and the system clock is an easy way to do that since it's always advancing and once you get into fractions of a second most users can't reliably pick their result (especially when they don't know how the current time relates to the given value). Unless the game's RNG is extremely poorly made (it has happened), most times won't have an RNG much different than any other time (many just outright loop the same sequence of possible results every few seconds). With TAS tools however, it's entirely possible to find that magic time when the results line up *perfectly* with what the user desires for the exact second of gameplay.
@@kanrakucheese Oh, sure. I'm very aware of this. I guess I'm just still a bit surprised that we've come so far with technology in gaming and programmers are taking kind of a lazy approach. I guess they don't also assume that someone is using tools to slow down time to get the "perfect" RNG every time. That's certainly less than 1% of players. I still remember that on original Final Fantasy finding WarMech was a matter of hanging out on the bridge for a certain length of time. It's supposed to be a 1/64 chance of encounter but it's not truly since the NES didn't calculate it properly. You were absolutely going to see WarMech within 64 encounters. The new versions actually make it a true 1/64 encounter and finding that thing is a real RNG situation. I also don't really understand a lot of how the RNG in Etrian Odyssey works so I just have to assume the player is doing the best they can with the RNG they get. It does say something like 17,000 rewinds.
Alchemist poison is cracked
Watching that map auto draw itself was pretty fun
Just seen the announcement about the series revival and are playing again on an emu.
I love the series. It's crazy seeing it done in 2h... I'm barely on floor 4 by then xD
6:24
when your alarm clock for school goes off but you remember its saturday
Now do a TAS down the bottom of the 6th strata and finish off that terrifying monstrosity.
I'm a little curious as to what advancing the system clock does.
The system clock determines the initial value of an RNG. Setting it to particular values ensures good routing/battles etc.
@@ninespaces760 Wow. That's crazy that's based on the clock time. So, when I played the game I got a lot of bad RNG simply based on the time of day? Yikes.
@@sarcasticguy4311 It's actually pretty standard for RNG in any game on a system with an internal clock to be based on that clock since true "random" doesn't actually exist (Remember the roll of dice is still just a physics equation, albeit an *absurdly* complicated one: If gravity, throw force/angle, friction, initial rotation, edge wear etc. were all the same between throws the dice would roll the same) developers just pick something that's beyond the user's control and knowledge to make something that (like the physics based dice) "seems" random, and the system clock is an easy way to do that since it's always advancing and once you get into fractions of a second most users can't reliably pick their result (especially when they don't know how the current time relates to the given value). Unless the game's RNG is extremely poorly made (it has happened), most times won't have an RNG much different than any other time (many just outright loop the same sequence of possible results every few seconds). With TAS tools however, it's entirely possible to find that magic time when the results line up *perfectly* with what the user desires for the exact second of gameplay.
@@kanrakucheese Oh, sure. I'm very aware of this. I guess I'm just still a bit surprised that we've come so far with technology in gaming and programmers are taking kind of a lazy approach. I guess they don't also assume that someone is using tools to slow down time to get the "perfect" RNG every time. That's certainly less than 1% of players. I still remember that on original Final Fantasy finding WarMech was a matter of hanging out on the bridge for a certain length of time. It's supposed to be a 1/64 chance of encounter but it's not truly since the NES didn't calculate it properly. You were absolutely going to see WarMech within 64 encounters. The new versions actually make it a true 1/64 encounter and finding that thing is a real RNG situation. I also don't really understand a lot of how the RNG in Etrian Odyssey works so I just have to assume the player is doing the best they can with the RNG they get. It does say something like 17,000 rewinds.
This is nuts lmao