OK, that seals it. WHY THE HELL do searchlights/landing crafts have alarms fitted inside!? Why are they activated by grenade-like pins, and how the hell are you supposed to turn them off? Do you really need to attract maximum enemy attention to yourselves whenever you're using them? Do they think the Abyssals would freak out and run at the loud noise? As if shipgirls would ever need them against human admirals. (Unless you have Optimus Prime as your admiral, of course)
Wait, I get it. Those are for OTHER shipgirls who are predators in secret. Now it all makes sense, you never know who'll turn out to be a CPL.
>27% is high Obviously he hasn't played RNG heavy games that shows probabilities before. *cough*xcom*cough*
To be fair, his actual words are roughly "Given Arashio's probability being pretty high, I thought it may works if I try a few times".
I mean, it is pretty high relative to other shipgirls so far (that he likes) and since his original plan was to just keep banging on her, it's a pretty good odd.
Starting to think it's becoming a "Chance of a successful normal love confession." but then Ushio's case comes into question.
Looks more a "chance of the other side accepting the confession" than a successful confession. In Ushio's case, Ushio accepted the confession (with 100% chance) because she's too meek to turn it down.
OK, that seals it. WHY THE HELL do searchlights/landing crafts have alarms fitted inside!? Why are they activated by grenade-like pins, and how the hell are you supposed to turn them off? Do you really need to attract maximum enemy attention to yourselves whenever you're using them? Do they think the Abyssals would freak out and run at the loud noise? As if shipgirls would ever need them against human admirals. (Unless you have Optimus Prime as your admiral, of course)
Wait, I get it. Those are for OTHER shipgirls who are predators in secret. Now it all makes sense, you never know who'll turn out to be a CPL.
Those are the special crafted to use when lolicons appear. Like those whistles that kids should use when a pervert gets to close.
It's a matter of the costs of failure, and the number of chances you get.
90% is a dangerous risk in X-Com because if you run up to an alien and fire but miss, that alien will eat your head next turn in a permadeath game. (Plus, the percentages LIE! 99% chance to hit, and you still miss a quarter of the time!)
5% is a decent chance in gacha because you can get tons of spins and there's no penalty for failure short of needing to get another spin.
Admiral "I'll date anything with two legs and a pulse" here has just found out that there is a price to failure, so he better adjust his concept of "high probability"...
>27% is high Obviously he hasn't played RNG heavy games that shows probabilities before. *cough*xcom*cough*
XCOM isn't really a good example since because of bullshit with how hits/misses/crits/grazes are calculated, the actual displayed chances to hit are complete and utter fucking *bullshit*.
A much better example would be something like Fire Emblem... where 27% is the lower end of reasonable if you've got weapon triangle disadvantage. It probably means your True Hit is somewhere in the 30s-40s which is workable.
XCOM isn't really a good example since because of bullshit with how hits/misses/crits/grazes are calculated, the actual displayed chances to hit are complete and utter fucking *bullshit*.
I agree so much with that. 98% Hit rate for 3 units. All 3 missed and on top of that, I got sniped from halfway across the map by a sectoid that did critical 6 damage on an early rookie (instant death). Well regardless my RNG luck is so bad, that I once failed 200 turns on a 50% probability 200 times in a row, the odds of which are 6.22x10^-61, to put it into perspective, you have higher odds of getting struck by lightning seven times and then winning 2 lotteries, and then getting struck by lightning again.
OK, that seals it. WHY THE HELL do searchlights/landing crafts have alarms fitted inside!? Why are they activated by grenade-like pins, and how the hell are you supposed to turn them off? Do you really need to attract maximum enemy attention to yourselves whenever you're using them? Do they think the Abyssals would freak out and run at the loud noise? As if shipgirls would ever need them against human admirals. (Unless you have Optimus Prime as your admiral, of course)
Wait, I get it. Those are for OTHER shipgirls who are predators in secret. Now it all makes sense, you never know who'll turn out to be a CPL.
That is how the alarms work. It is designed so it is more difficult for an attacker to quickly turn it off.
That said, the buzzer is more of a joke since no one actually thinks a buzzer would stop a criminal (although there are apparently people who rely on it to defend them >.>). The buzzer is used in jokes like reverse extortionimmaturity , rebuttal esclation joke and a sort of domineering situation
That is how the alarms work. It is designed so it is more difficult for an attacker to quickly turn it off.
That said, the buzzer is more of a joke since no one actually thinks a buzzer would stop a criminal (although there are apparently people who rely on it to defend them >.>). The buzzer is used in jokes like reverse extortionimmaturity , rebuttal esclation joke and a sort of domineering situation
The idea behind the buzzer isn't really to stop criminals by itself though, it's just to alert anyone else within the vicinity that something bad is happening, and hoping that they take action. It's much like a car alarm: it doesn't do anything by itself, but it will tell people nearby if something is happening to a car and thus draw attention to it, attention that will deter most lowlifes.
The idea behind the buzzer isn't really to stop criminals by itself though, it's just to alert anyone else within the vicinity that something bad is happening, and hoping that they take action. It's much like a car alarm: it doesn't do anything by itself, but it will tell people nearby if something is happening to a car and thus draw attention to it, attention that will deter most lowlifes.
Well regardless my RNG luck is so bad, that I once failed 200 turns on a 50% probability 200 times in a row, the odds of which are 6.22x10^-61, to put it into perspective, you have higher odds of getting struck by lightning seven times and then winning 2 lotteries, and then getting struck by lightning again.
I can only assume you reloaded a save a whole bunch of times to test that, which makes me wonder if you had the "Save Scum" Second Wave option (or whatever its XCOM2 counterpart is) enabled. Otherwise you're repeatedly reloading the same seed and it's doing the same math repeatedly to the same outcome.
I can only assume you reloaded a save a whole bunch of times to test that, which makes me wonder if you had the "Save Scum" Second Wave option (or whatever its XCOM2 counterpart is) enabled. Otherwise you're repeatedly reloading the same seed and it's doing the same math repeatedly to the same outcome.
It wasn't an XCOM game for that issue, it was a different game, and the RNG is based on a random algorithm set, XCOM has a weird design on its probability, in that unless you choose a certain gameplay feature option, you will ALWAYS have a predetermined fire or miss turn, for that entire turn. I also rolled 25 '1's in a row on a board game, and even had a 100% proabability in another game FAIL, so I'm cursed either way. My luck in card games tends to be MUCH higher, bordering on divine levels, so maybe that's where my balance is.
It wasn't an XCOM game for that issue, it was a different game, and the RNG is based on a random algorithm set, XCOM has a weird design on its probability, in that unless you choose a certain gameplay feature option, you will ALWAYS have a predetermined fire or miss turn, for that entire turn. I also rolled 25 '1's in a row on a board game, and even had a 100% proabability in another game FAIL, so I'm cursed either way. My luck in card games tends to be MUCH higher, bordering on divine levels, so maybe that's where my balance is.
25 1s in a row aren't that hard, since most dies out there are not perfectly straight and people don't roll perfectly randomly - you can have higher chance to roll 1 than 1/6, sometimes way higher.
And 100 % chances in games are sometimes only optical and those games will have a "You always have a success chance even with 0 % chance and fail chance with 100 %", kinda like 1 and 20 in DnD. Not to mention roundings (99.5 % showing as 100 %)
It's much more fun to compare to the probabilities in some of the Civilization games. You better be real careful about those 80% battles, but a 30% chance is surprisingly reliable.
The idea behind the buzzer isn't really to stop criminals by itself though, it's just to alert anyone else within the vicinity that something bad is happening, and hoping that they take action. It's much like a car alarm: it doesn't do anything by itself, but it will tell people nearby if something is happening to a car and thus draw attention to it, attention that will deter most lowlifes.
But just like a car alarm, it won't do anything against actual threats, since repeat offenders won't care about attention as they already know what they are going to do, and first time offenders will make sure the conditions are optimal when they commit their crime, being trusted by the victim and/or victims parents, and being in an isolated area.
There are "silent" versions that have GPS tracking which IMO is far more realistic and useful for someone who can't use a firearm, knife or any other weapon to defend themselves.
But just like a car alarm, it won't do anything against actual threats, since repeat offenders won't care about attention as they already know what they are going to do, and first time offenders will make sure the conditions are optimal when they commit their crime, being trusted by the victim and/or victims parents, and being in an isolated area.
There are "silent" versions that have GPS tracking which IMO is far more realistic and useful for someone who can't use a firearm, knife or any other weapon to defend themselves.
You need to stop thinking about what works only in your country, this is Japan we are talking about. Lowlifes exist everywhere, but they also react differently depending on culture and education. Oh, and giving to children custom firearms isn't an option either, they probably will die by their own weapon before they could use it against a criminal.
You can laugh all you want about more civilized (and different) methods of protection, but even if they have its flaws just like fire arms they do work for them. There's a reason there aren't massive shootings and stabbings in schools from Japan like they do in the USA. In fact that happens less often everywhere else because, contrary to what you believe, stupidly weaponizing everyone isn't the only solution for protection. To name a few examples we have a tolerance culture between races and nations, accept your own fault instead of blaming hardworking immigrants who don't sit in a couch waiting for money to rain and respect for the women.
You need to stop thinking about what works only in your country, this is Japan we are talking about. Lowlifes exist everywhere, but they also react differently depending on culture and education. Oh, and giving to children custom firearms isn't an option either, they probably will die by their own weapon before they could use it against a criminal.
You can laugh all you want about more civilized (and different) methods of protection, but even if they have its flaws just like fire arms they do work for them. There's a reason there aren't massive shootings and stabbings in schools from Japan like they do in the USA. In fact that happens less often everywhere else because, contrary to what you believe, stupidly weaponizing everyone isn't the only solution for protection. To name a few examples we have a tolerance culture between races and nations, accept your own fault instead of blaming hardworking immigrants who don't sit in a couch waiting for money to rain and respect for the women.
I've been to quite a few countries and while the culture is different, some facts of reality remain the same. Force is always negated by equal force. A petty criminal can be stopped with harsh words if he allows it, a career criminal willing to harm others usually can only be stopped with near or lethal force. What works depends on if the criminal chooses to escalate the situation. The reason why buzzers are possible in Japan isn't because of the tool, but the culture. It isn't that buzzers stop crime, but that the people of Japan are more civil, united, and disciplined to where the buzzer is good enough. If real criminals make it into japan however, the lack of performance in the alarm would be quickly realized. Similarly, shootings in the US are also a product of culture. Every shooting happens in a gun free zone, and many shootings where carry is lawful is quickly stopped by a law abiding citizen (so often that it no longer is newsworthy). The difference isn't in the tool, but in the people. America is divided between conservatives and liberals, and through the differing mindsets is where our problems lie.
As far as children's competence, all around the world children are more than capable of handling a firearm safely just as children can use a knife, a power tool or other "adult" equipment. Few things are dangerous when basic safety rules are followed, and safety is rarely complex. That said, I said in my comment a silent alarm with GPS is more realistic for those who cannot use a weapon. Even if you don't like guns, you should be able to agree that those have more utility to rescue efforts than a noisemaker.
A society that bans firearms is not more civilized but more primitive. Societies throughout history had leaders who dictated people that they controlled through force with no equalizer. Weapon bans were a means of securing one's power and preventing resistance to tyranny. It is an outdated synthetic social stratification when only the rulers have the means of life and death.
I don't know where immigration came in, but if you are talking about our illegal aliens, your country is free to take ours. Problem is, no one else wants them. The immigrants who work hard don't take the easy route by breaking the laws, but wait their turn in line and prove their willingness to join our country by passing the tests. If you care about immigrants, then you should be against illegal aliens because every person who cuts in line takes the spot of someone who has patiently waited their turn.
It wasn't an XCOM game for that issue, it was a different game, and the RNG is based on a random algorithm set, XCOM has a weird design on its probability, in that unless you choose a certain gameplay feature option, you will ALWAYS have a predetermined fire or miss turn, for that entire turn. I also rolled 25 '1's in a row on a board game, and even had a 100% proabability in another game FAIL, so I'm cursed either way. My luck in card games tends to be MUCH higher, bordering on divine levels, so maybe that's where my balance is.
Actually, once, while I was DMing a game of Dungeons and Dragons, for the very first session, I had a sort of backstory session for each of the players. Rather than some "you all meet at a bar" story, they were all going to wind up on a quest against some goblin cave for their own reasons, and the rogue had happened to be in a town when the town was being hit with a goblin raid. I was softballing this one since it was a solo character at Lv1, and let her sneak attack with a bow at an unsuspecting goblin. She rolled a 1. Since I was softballing this one, I said it hit the corner of the wall she was using for cover, and in the noise and confusion, the goblin didn't notice, so she could have another shot at it. She rolled a 1 again. She rolled a 1 FORTY SEVEN GODDAMN TIMES IN A ROW until she declared she was just going to beat the goblin to death with her bare hands... (Which I was advising her against, since I was quickly becoming afraid I'd have a dead player character before I even introduced the third and fourth players to the game...)
...She rolled a 1 FORTY SEVEN GODDAMN TIMES IN A ROW until she declared she was just going to beat the goblin to death with her bare hands...
Even IRL, RNG-sama sure is a harsh mistress...
...Now I want to play some good ol' DnD on paper. Except I'm out in the middle of nowhere and a shit ton of work behind schedule... //flying away from reality mode: ON
If he's a TTK, you'd know anything above 5% is Naka-tier common.
trees said:
XCOM isn't really a good example since because of bullshit with how hits/misses/crits/grazes are calculated, the actual displayed chances to hit are complete and utter fucking *bullshit*.
A much better example would be something like Fire Emblem... where 27% is the lower end of reasonable if you've got weapon triangle disadvantage. It probably means your True Hit is somewhere in the 30s-40s which is workable.
laisy said:
>27% is high Obviously he hasn't played RNG heavy games that shows probabilities before. *cough*xcom*cough*
Farran said:
He must be a gacha player.
You Guys are really gonna hate fate grand order then
You Guys are really gonna hate fate grand order then
1% for a 5* 3% for a 4*
Kancolle has a rather annoying way of determining drops (it may actually be common with gacha, I don't know). See, every time you are going to get a ship drop from the drop tables, the system looks for the LOWEST rarity ship among the entire list and rolls against the success chance of that drop. IF, and only if, that drop fails does it proceed to consider the next LOWEST rarity drop, and so on and so on and so on. And just to be TrollTanaka, interspersed in that list are 'no drop' returns which just stop the entire progress about half the time. So, even though the raw data set says X rarity percentage drop or Y rarity percentage drop, the real number is way, way, way lower.
Now realize that the highest rarity event drops have a raw drop chance of 0.2%.
I forget the actual numbers, but someone actually did the math on this a short while back. The raw drop chance for Graf Zeppelin was raised to ~7% in one of the recent events, but the actual drop chance was something like 0.000007%.
This is why some ships like Graf are lies and just do not exist.
Kancolle has a rather annoying way of determining drops (it may actually be common with gacha, I don't know). See, every time you are going to get a ship drop from the drop tables, the system looks for the LOWEST rarity ship among the entire list and rolls against the success chance of that drop. IF, and only if, that drop fails does it proceed to consider the next LOWEST rarity drop, and so on and so on and so on. And just to be TrollTanaka, interspersed in that list are 'no drop' returns which just stop the entire progress about half the time. So, even though the raw data set says X rarity percentage drop or Y rarity percentage drop, the real number is way, way, way lower.
Now realize that the highest rarity event drops have a raw drop chance of 0.2%.
I forget the actual numbers, but someone actually did the math on this a short while back. The raw drop chance for Graf Zeppelin was raised to ~7% in one of the recent events, but the actual drop chance was something like 0.000007%.
This is why some ships like Graf are lies and just do not exist.
I'm calling bullshit, how did they find that out when we don't have access to the server code?
Won't you please.... go out with me...!NOWAAAAAAAA!I wonder if I should give each and every one of the destroyer girls a personal alarm...?What with Arashio's probability being fairly high, I thought I'd give it a shot and see what stuck...BEEP BEEP BEEP BEEP BEEP BEEP BEEP BEEP BEEP BEEPPopBut the cost of failure would have been too great...