Posted by hughesjr on 12/6/2022 2:32:00 PM (view original):
If the devs have run through the calculations .. and if it is indeed a roll and if the lookup table for the roll is correct. Then all the rest of this is irrelevant.
If the RNG roll is a number between 0 to 1 and really random , and if a 0.75 to 0.25 (75% to 25%) final chance the compare. As long as calculation works correctly and it gives the proper result, none of this in any way matters.
0-0.25 .. Underdog Wins.
0.26-1 .. Favored Wins
This is only an issue if the RNG is broken or the math is programmed wrong.
The thing I think about, since some users seem to be having this kind of experience for extended periods of time (I think most of us have it for a few seasons here and there) is that at some point there was another external factor added that is complicating rolls; and that it gets "stuck" for some users/programs. So it's (hypothetically) not straight random, but there's another potential modifier in there affecting luck on anything from recruiting rolls, to injuries/grades, to game results (maybe separately, maybe not).
The other thing I think about is "feedback". We know the game design uses that concept to manipulate simulations under certain circumstances, when the results are outside certain parameters. Like team A is really overachieving at the half, and the game engine takes that into account and cools it moving forward. In another long and tedious thread from years ago, someone used the example of flipping over cards on a table. And instead of those cards being put back and shuffled once flipped, they're just removed. So a 70% FT shooter, when under conditions triggering feedback, every made FT is going to lower the odds of making the next - because it's removing a card off the table, essentially. *IF* the game uses that concept world-wide in recruiting - and maybe it does? - that could explain a bit why we sometimes see runs of underdogs winning. If it's looking for a certain % of underdog wins, especially if it is counting 100-0 battles where teams offer but don't fight hard enough to get in range, that could really start to skew results. I don't really think it could be *all* of those types of results, I think it'd be very obvious to most users if it was that big of a tilt. But maybe some subset of them is in there screwing with them?
But also, again, it also could be - probably is - small sample size mixed with confirmation bias and the long-lasting memory of the bad beat.