|
|
|
|
|
by bulbar
1 hour ago
|
|
For a singular seed, they wanted the resulting run to be stable in the sense that small deviations in decision making does not result in a vastly different result (as far as random events are concerned) Imagine the game of two players having the same state X. While combat, one player would trigger a random action, the other doesn't. After the combat, both should still get the same randomized reward options. This wouldn't work with just a singular RNG. |
|
This way, you can see how e.g. players of different skill level navigate the "same" run (same seed), without everything diverging completely on the very first (meaninglessly small) combat choice.