# Gems of Wars RNG is currently broken

**URL:** <https://community.gemsofwar.com/t/gems-of-wars-rng-is-currently-broken/66918>\
**Category:** Gameplay Chat (PC/Mobile)\
**Created:** [November 3, 2020, 9:35pm UTC](https://community.gemsofwar.com/t/gems-of-wars-rng-is-currently-broken/66918 "2020-11-03T21:35:34Z")\
**Posts on this page:** 1\
**Showing post:** 48

<div class="post-metadata">

**Author:** ![Lyrian](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/lyrian/32/61071_2.png) [@Lyrian](https://community.gemsofwar.com/u/Lyrian)\
**Post date:** [November 15, 2020, 12:41am UTC](https://community.gemsofwar.com/t/gems-of-wars-rng-is-currently-broken/66918/48 "2020-11-15T00:41:29Z")

</div>

> [@awryan](#):
>
> But everything is fine with the code ladies and gents.

You’ve made better arguments than this in the past (see your own post cited below).

Salty is running circles around this thread because she can easily win a very simple logical argument against a flawed assertion.

She could very easily come out and say something like they ran 10 distinct runs of 10,000 simulated d20 dice rolls, checking to ensure that the result was an integer between 1 and 20. Not once did a simulated dice roll fall outside of these expected boundaries. Therefore, the RNG is not broken. Such a test would be trivially easy to run and would yield the expected results always.

But, that’s not what you’re really venting about in this thread.

What you are really trying to say here is that the RNG roll itself isn’t broken or flawed here, but rather that there’s there’s funny business going on with the result of that RNG roll.

In the form of a tabletop RPG anecdote,

Player: “I’m attacking the Treasure Gnome!”  
DM: “Ok. I’ll make an attack roll.”

_The d20 rolls a 16_.

Player: _Checks character sheet_. “Great!, I only needed a 15 to hit!”  
DM: “The attack misses.”  
Player: “What?” /tableflip

The key piece of information missing in this anecdote is that the player was playing a Vault battle on Hard difficulty and consequentially their attack rolls had a -2 modifier to hit. This difficulty modifier was not informed to the player by the DM before the player started the encounter with the Treasure Gnome.

The problem here, IMO, is that certain game concepts, such as difficulty modifiers have become vaguer over time to players, while the devs (the DMs) are fully aware of these behind-the-scene adjustments to gameplay. After all, they have to know this information when testing and balancing content.

Once upon a time, such information was made available to players.

Spending way too much time digging in the forum history, I found a blast from the distant past on almost the same topic. Interestingly, many of the names in this thread also appear in this THREE year old post. 😛

> [@Remove Increased Luck Factor for the AI](https://community.gemsofwar.com/t/remove-increased-luck-factor-for-the-ai/31583):
>
> Once upon a time. It made sense. Now the defenses are tough enough opponents that they don’t need increase luck when there’s one troop left on the AI side. This week I had at least 10 losses where I had 3 troops left and the AI only had one troop that was almost dead. Each time the match went in the favor of the AI. I doubt I speak alone about this pattern. Also the “win streak” counter should be removed since it’s impossible to win more than 50 matches in a row now. And it seems like it’s onl…

Scroll down a bit in that thread to see a most interesting post by Ozball, citing Sirrian, describing internal AI scoring of “lucky events”. While this information is severely dated (and likely no longer accurate), that level of detail about the inner workings of the game would probably not be provided in today’s version of the game.

From two and a half years ago, I wrote this post on almost the exact same argument that @awryan is trying to make here.

> [@Luck Factor... Get rid of it or fix it](https://community.gemsofwar.com/t/luck-factor-get-rid-of-it-or-fix-it/38900/83):
>
> I think most here are broadly missing the point of the thread.
> 
> We’ve had several devs show up in the thread and state “We haven’t changed the AI in months!”. There’s no reason to believe that this is an inaccurate statement and that the devs are lying at all.
> 
> There’s a giant false equivalence here. Almost everyone here is making the erroneous link that the luck factor is a result of a “rigged AI”. This claim is incorrect, and Cyrup confirmed this yesterday.
> 
> (AI Logic / Behavior) =/= (Difficulty / “luck factor”)
> 
> The two systems are independent of each other. The devs can present their statements because the new Difficulty system has literally NO effect on the coding of the AI’s behavior in matches.
> 
> Further, let’s stop calling this the “luck factor”. Luck implies favorable random events occurring. What players are experiencing is a new Difficulty system, which has been _ **intentionally** _ applied to all new game modes implemented in 3.3 and 3.4.
> 
> The core issue here that under the new Difficulty system, unlike the difficulty slider in Story Mode, players can’t see how increasing difficulty affects the game (it’s surely more than just stat inflation; core mechanics are being modified) nor can they choose when the difficulty of a mode increases (with the lone exception of Bounty mode, where a player can go back to a lower tier fight with lower difficulty settings and rewards). These difficulty modifications are fairly applied to both sides, but there becomes an increasingly gaping bias towards the AI as difficulty increases without limit through stat inflation that is allowed to reach game-breaking levels with complete disregard for game balance.
> 
> We need an explanation of the Difficulty system, as it is clearly apparent that it is the new norm for difficulty determinations in the game.

Spoiler alert: We never got one. But, one by one over time, all of the game modes replaced their player-selected difficulties (with a half-exception for Explore mode where the player can select enemy levels), with the current system that does things in the background that the player can’t directly observe.

I also remember an ancient dev Q&A where Sirrian stated that the “luck factor” (which eventually morphed into the current Difficulty system) was added to battles to make them more interesting and more arcade-like. But, after over two hours on this post alone and its research, I think I want to go enjoy my Saturday evening and not spend another 2-3 hours re-watching ancient streams to find a very specific 30-second sound bite that really isn’t going to add anything more to this post.

---

_[View the full topic](https://community.gemsofwar.com/t/gems-of-wars-rng-is-currently-broken/66918)._
