Correlated randomness in Slay the Spire 2

19 points by icefox


olliej

I have so many questions?

  1. Why do they need different RNGs to prevent "randomness within a combat from influencing future card rewards"?
  2. Why, given it apparently matters, do they not simply use CSRNG seeds for these?
  3. Further: this is randomized card game right? e.g. it is not remotely approaching any kind of performance requirement. Why not just use a CSRNG for everything?

(2) would - to a practical degree - immediately resolve any correlation concerns.

(3) would actually mean that none of this ever mattered: the concern about learning from prior RNG output would never have entered the picture (it sounds like the C# rng is a "small sample count needed to identify the seed" rng, which is not necessarily a bug for an insecure rng)