![]() You get some sort of bad luck protection comparably late in the game, when you get at least 200 points of armor in your frontline and perks like indomitable and battleforged. Even a half naked bandit thug can dodge all your arrows and bolts and hit one of your shield wall bros in 40/80 armor two times in the head with an axe and that's that. I mean, there is, but even the best tactic can fail if RNGesus decides you should fail a couple of times in a row. But this comes into play later in the game, the beginning is usually the most brutal part of the game, following the transition into mid game and then late game if you aren't prepared for it. The game's failsafe mechanism is usually armor, because it allows you to soak a few hits before going down, at the cost of draining money in the form of tools you'll need to repair your stuff. So of course a lucky streak for the AI hurts the player much more than it helps you when you get one. The AI doesn't have to spend money on tools, medicine, new recruits, treatment from the temple etc. ![]() The problem is the asymmetrical nature of these games. It's a human nature - see the bad luck and refuse to see good luck. I play on veteran all my games and i have both bad luck (8 hits from enemies in a row which bring my best bro to death) and good luck (bro with 1hp survive 6 hits in a row from enemies (they missed all 6)) If u want to prove us bad rng, just record ALL rolls from, for example, 10 battles - then it'll be good set of data to investigate. ![]() Did they really just have a guy type in excel and not randomize? Originally posted by DedJim:Again RBG counter. ![]()
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