AI CHEATING Implementation for Devour/destroy effects

Bad idea.

Let’s not get into the recall bias posts that this thread will inevitably attract.

But to the OP idea: no thanks. Whether said ‘counter’ tracking the randomness is visible or not, that’s just not how probability works. It shouldn’t have to skew the rolls based on whether you’ve been (or feel) lucky or unlucky previously.

If the counter is visible: how? UI doesn’t have much spare space and I doubt this’d be easy to show especially in small mobile screens. And what would it show? Your 50% devour from Kerberos is two casts away from a guaranteed roll? Or your spell won’t work for the next three casts because it worked too many times recently? Likewise we’d have to display the AI counter as well: how’s that next battle looking when you know the AI assassin hero has a guaranteed insta kill last troop (because 10% didn’t roll enough lately). You’d avoid said battle forever: too risky.

If the counter isn’t visible, the same issues arise plus worrying about keeping track of it yourself, which adds more impenetrable things to try and think about.

Whether visible or not, this’d lead to unnecessary changes in behaviour over needless complexity and knowing or worrying that a bad roll was guaranteed to come your way soon. Hard to code and easy for players to think is malfunctioning.

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