Quote (gel87 @ May 18 2024 01:48am)
It's not a conspiracy theory when its the truth:
Here is the proof:
https://www.youtube.com/watch?v=HstDLZX1iQcMap seed + visited spots + action taken = Which number of itemlist are pulled.
Number of items you have: Stash, belt, cube, shared stash, on urself, inventory, merc and even number of summons have to do with what stats are rolled.
Might be slightly different on gambling, but it for sure aint true random. Programming true randomness cannot be done with the current knowledge we have.
So lets say u gonna roll a runeword, then total ammount of items and summons matter, based on the current map seed.
“Proving” a conspiracy theory with another one just makes you a conspiracy theorist.
That ginger guy is 18 years late.
AND this is only in single player.
I personally found and exposed 48 replicable LK patterns at that time.
Even if you happen to find the exact matching game seed and pattern online, it doesnt work.
It was first built with predetermined treasure class loots (and loots only) to lighten the use of random functions that would be required to come from the servers a few billions of times per seconds.
It never worked for rerolls, craft, imbue, runewords. Those were always true randomness, and that was easy to prove with bots being able to check game seed and doing the exact same action with different results even on the same seed.
If you really think “true randomness cannot be done with the current knowledge we have“ you’re a fool. Go read some proper papers on the subject. We’ve been doing it since the 50’s. Prior to that the linear scaling numbers that were just based on a looping range by simply adding +x per milisecond, felt like real randomness, but wasn’t. We’re not stuck in the 40’s