How Many Dice are Rolled?

Waiting for the next thread:

e7312f76a02b474108e7994d85f94614

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Looks like the game is up, we been sussed

Mine. Mine. Mine. Mine.

Have fun!

How is the question that I asked low effort?

I asked physics the same question. Are any of you able to say the same?

My alts can be found just by looking at my corp. Any alts I have for scouts have absolutely no connection to any of my main accts in any way. How did she figure it out?

EVE uses a PRNG, not a crate of physics dice, so there is no meaningful “kinetic energy” from rolls. And random, age-based module failures would just delete player agency and punish long-term investment more than it would add depth.

Now don’t make me work sweetie - names NOW !!!

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Some women just need to be told no. :rolling_on_the_floor_laughing:

I was bitched out yrs ago for giving good advice to new players. Now I only offer the basics, and they can’t even handle that. Hardly going to give privileged info now. :roll_eyes: :smirking_face: :laughing:

Well…..due to quantum discombobulation in the flux capacitor of the interdimensional divergence matrix of the Many Worlds suction transducer, I estimate around 10^27,345.

This also means you need a computer larger than 15,000 universes to do the dice rolling.

No, EVE Online is not based on a PRNG (Prosthetic and Realistic Neural Generation). It is a massively multiplayer online role-playing game (MMORPG) where the game world, events, and interactions are a combination of pre-designed content and player-driven actions, not AI-generated procedurally. Some elements might use random number generators (RNG) for things like loot drops or certain probabilities, but this is not the same as a PRNG, which would generate the entire game world from scratch.

If the game mechanics for Eve Online movements were slowed down to a board game, every action, even fitting a ship would require dice to be rolled once the appropriate skill level had been reached to fit the module to the ship.

Sounds like Dryson doesn’t know what a PRNG is.

His google skills suck , which makes him look like a right dummy.

Even Zaera got it on her 1st try:

”In gaming, PRNG stands for Pseudorandom Number Generator, which is an algorithm that creates a sequence of numbers that appear random but are actually determined by a starting value called a “seed”. PRNGs are used for a wide range of functions, from procedural generation of game worlds to determining the outcome of in-game actions like dice rolls or critical hits”

They were discovered inside VGER….by Captain Kirk….

I’m still trying to understand Dryson’s original post.

I fed this into ChatGPT, with my best estimate for how many dice rolls occur per day (this may be an underestimate as I don’t do PvE, and I may be underestimating those who do), and we came up with a final answer of 500 million Newtons per day, approximately equivalent to 278 space shuttle launches. I can only assume this is why CCP uses a computer and does not actually roll any dice. I then asked it to consider if CCP implements fancy Vegas style dice rolling, with professionals who know how to shake vigorously and put on a show.

:game_die: :rocket::game_die:

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I think you read way more into my post than what was actually there.

When I said “PRNG,” I was referring to the standard pseudo-random math every MMO uses for things like hit chances and loot tables. Not some sci-fi AI engine generating galaxies on the fly, and definitely not the tabletop scenario you described where we’re all rolling for initiative just to online a shield hardener.

My entire point was exactly the opposite: EVE already uses basic probability math, and adding age-based module failure would be a terrible idea because it removes player agency and punishes skilled, long-term pilots.

Nobody is asking for Dungeons & Dragons in space. I’m just saying the current RNG is fine and your idea would make it worse.

1000007754

Obviously, you did not read and or fully understand what I posted.

I wasn’t asking for Eve-Online to be made into D & D.

The base or foundation of Eve Online comes from the old dice rolling mechanism.

I was asking if anyone knew the variables and number of times a day that dice would need to be rolled for every action conducted if Eve Online was a board game and the same mechanics to make a roll in Eve Online were used in the board game.

I’m interested in the probability of each die that is rolled being an infinite probability and how much kinetic energy does each roll of the die create then added up.

This is the result that the search engine gave me this time.

Yes, like virtually all computer systems and video games, EVE Online uses Pseudo-Random Number Generators (PRNGs) for all in-game mechanics that require randomness, such as combat outcomes, loot drops, and exploration site spawns.

It is a well-established concept in computer science that “true” randomness is difficult and resource-intensive to generate within standard software environments, so PRNGs are used to efficiently simulate randomness. These generators use mathematical algorithms and an initial “seed” value to produce long sequences of numbers that appear random but are, in fact, deterministic (meaning the sequence can be reproduced if the seed is known).

Using this formula K.E. = 1/2 × m × v2
The following measurements;
2 dice weigh in at 12 grams
Tossed on a craps table 1 meter per second
Each second coverts to 0.024 watts of energy.

Now you need the number of ships online daily. Yesterday was very busy and at one point there was over 35k people online. Maybe 30k ships?
3600 seconds per hour x 30k ships x 0.024 watts = roughly 2.6 million watts per hour

How many dice would be needed for each ship action?

That’s better. in future, best not to post stuff you don’t understand trying to sound clever.

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No….its more like picking a card at random, and then reading from a table as a result of that which tells you what the next 1000 ‘random cards’ are. Every time you initially pick the Jack of Clubs, the next 1000 cards will be the exact same. It is pre-determined. So your ‘dice’ is not being rolled for every single event. It is only being rolled to produce a ‘seed’…which then in turn generates the same lengthy pre-determined sequence every time. That is why it is ‘pseudo’ random. The ‘seed’ could be based on anything…system clock time, CPU cycles, etc, etc.