@moopy You're right, that would be simpler... But without access that's the only way I see to identify if we have a potential problem that deserves to be investigated.
If the RNG has a tendency to generate long strings of high or low values, that'd actually be pretty annoying, even if it averages out in the long run. I never plan expecting to get a bunch of really good values (whatever it is I'm doing) so if I do get them, it's nice, but it doesn't radically change things in my favour. I do, however, plan expecting to not get a bunch of crappy numbers, so if I do, it can really change things for the worse.
A good example would be if you're fighting a spell caster. That'd be a situation where you would want to get a hit in every round if possible, to disrupt the caster. So if you instead missed every attack for 2 rounds, and then hit with every attack the next 2 rounds, you're actually worse off than if you had constantly alternating between hitting and missing, even though both average out the same.
@mlnevese, True, there are two different scenarios. And quite possibly a different outcome.
But, I think the test done with the 3000 answers the question of in game problems with the seed. If you want to exit/reload, then you have your own set of problems to contend with.
@the_spyder It does, call me a perfectionist in this case Doing the first one proves the problem exists, doing both proves it's the seed, as it is probably generated every time the game is run as we wouldn't see this problem if a random seed was created for every single time the random number generator is called.
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To really prove that the RNG has streaks of bad luck and good luck I'd want to look at the source code for the RNG.
A good example would be if you're fighting a spell caster. That'd be a situation where you would want to get a hit in every round if possible, to disrupt the caster. So if you instead missed every attack for 2 rounds, and then hit with every attack the next 2 rounds, you're actually worse off than if you had constantly alternating between hitting and missing, even though both average out the same.
But, I think the test done with the 3000 answers the question of in game problems with the seed. If you want to exit/reload, then you have your own set of problems to contend with.