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Making a roguelike is fun because you’ll get an email like “BUG: Game said there was an only a 1 in 5 chance of something bad happening and it happened. Please fix”

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I think you mentioned in one of your videos that some devs lie about the odds because human brains perceive chance in such a biased way. 90% chance should actually be 99% or people complain, right?

Darkest Dungeon just literally shows numbers 10% lower than the reality, so "90%" is actually 100%. (I don't actually love this myself, but it was certainly An Approach to the issue.)

I think it was xcom or fire emblem that did this for hit probabilities. IMO I prefer designs where RNG is a conscious choice, like you are making a tradeoff of +something in exchange for a failure chance, and in those cases accurate percents are better

Fire Emblem is the one that fudges the numbers more with high% more likely to hit and low% more likely to miss. XCOM's RNG is infamous in large part due to the percentages being exactly what the user sees (though it does cheat in favor of the player under specific conditions on lower difficulties)

When I worked on Diablo 3, I was testing an event that had a 50% chance to appear. It did not after 12 attempts, so I went to an engineer about it. They looked at me silently for a few seconds and said. "That's a horrible sample size, come back after a thousand attempts."

Didn't someone from Firaxis say in a talk once that they massaged the RNG they used in one Civ game so it was no longer properly calibrated, purely to cut down on how often where players would lose a 90% chance?

Never show percentages and chances! If you have to communicate them, use dice or a mock slot machine, or something where the player has the agency of "starting" the draw.

The amount of bug reports I've gotten for mewgenics from our testers that amount to "you just got unlucky lol" is kind of insane haha. Every now and then I do double check to make sure the rng is behaving correct still

It happens sometimes! Common case for me is if I read a probability as an integer instead of a float and it gets truncated to 0, or messing up the luck polarity on certain rolls

Didn't XCOM have a similar problem where they have to fake probabilities and calculations for hitting something, because people were upset that their 90% hit chance didn't actually hit?

Most games with RNG perceived as "fair" by the player cheat in favor of the player all the time, XCOM on the other hand only cheats in favor of the player under specific conditions and even that's only on lower difficulties. Many have complained about it, but as the saying goes, "That's XCOM baby!"

Only on lower difficulties, and even then there's a lot of conditions attached. The biggest one being that the bonus only applies if you have four soldiers or less in play, so if you've got squad size upgrades with 5-6 soldiers in play you don't get anything at all unless you start losing people.

I had a friend who was angry about the fact that it was raining post a message saying "20% chance of rain my ass". In fairness to them, I'm pretty sure they realized the logical flaw there sure afterwards, but probability hard! It's just not how our brains work