Thread:TexGal/@comment-29795609-20170108163130/@comment-28829111-20170110003346

I think we should stick with 3 (not 4 items) to start with. and also this leaves a slot or two for a fixer for our lower level players to be able to gift if they choose that over a room key.

Still in test mode in the Garden...you'll note I just moved into Expert with all the continuous play...I'm more and more convinced there is an "if then"statement inserted into some of their actions for rewards in rooms. In other words the game has random choices for which action to apply (I believe the actions are based on the mode of the room) when deciding what the award will be if a player wins any given round. Imagine a table that shows 30 different possible actions. If a game is in ABC Text Mode it can choose from actions 1, 2, or 3 in the table. Room in Morph Mode it can choose action 4, 5, or 6.

Now assuming the player strength has an assigned value...ie. red star = 1, blue star = 2, etc....and assuming the Room is Charged and depending on by whom that value could also be between 1 and 4...the actions could go something like this:

In this example Position 0 will apply to the item that is the very first item in the window to the right of the green arrow pointing to the left (meaning scrolll back) and Position -0 will apply to an item just to the left of the green arrow pointing to the right.

< Position 0   x    x    Position -0>   (because only four items appear in the scroll window at least for an ipad)

Now if the room is in ABC mode (not Night) maybe the developer chose to let it select from the top three possible actions

Action 1 Set = Room Charge, Winning item = start at position 0 + Player Special Power Value

Action 2 Set = Player  Special Power Value, Winning Item =  start at position 0 + Room Charge Value

Action 3 Set = ' Player  Special Power Value, 'Winning item = start at Position 0 + Player Special Power Value + Room Charge

Action 4 Set =  Room Charge, Winning item = start at Position 0 + Player  Special Power  Value + Room Charge 

IF we say for the sake of argument that Cosmos is playing in the Garden in ABC (non night) mode and I as an Accountant charged her room:

Scenario 1: She sets the fishing rod in Position 0 (please note this is the first item of the set), her value is 2 as a blue star, mine is 3 as an accountant

SN Actiion 1 would deliver Throwing Knives (The game would start at the rod, move 3 sets ahead due to my room charge, and issue her the 2nd item in that set)

SN Action 2 would deliver the holster (the game would start at the rod, Set would be +2 collections, and 3rd item)

SN Action 3 would deliver the whistle

SN Action 4 would deliver the bicycle

Now let's say Cosmos figured this out. So she put the Purple party Popper in Position 0. SN still only is programmed to choose one of four actions for this room mode for this specific room.

SN Action 1 would deliver the handcuffs (+3 sets, +2 item from Position 0 (the first item of that set)

SN Action 2 would deliver the fishing spool (theoretically) +2 sets, +3 CIs from Position 0

SN Action 3 would deliver the lure (+2 sets, +2+3 items from Pos 0)

SN Action 4 would deliver the whistle (+3 sets, +2+3 items from Pos 0)

Now my theory is that SN programmers do make certain sets more difficult to win...namely the items in the fourth set in the current version. Again why I believe they moved ALL the good sets to be the fourth collection set. The way they could do this is with an "If Then" argument.

The game can calculate based on room charge and player power value exactly what the four outcomes will be from any given item lined up in Position 0. While the game may choose Randomly from which of the four actions it chooses there can be programming statements in the code that say IF the winning piece is to be issued from the fishing set THEN choose a different action.

By putting an IF THEN clause in various parts of their code they can thus control the "randomness" and the result is that pieces from the fishing set only are delivered rarely. Maybe a specific mode...like Gargoyle dispelled or played. Even then it would still have a choice of actions so without an IF THEN clause you still would only win one of the pieces rarely.

''' Does this make sense? '''