2013-07-30, 08:41 PM
The way I've understood it is this: whenever you use a scroll (or any other action that can have different effects at random) a "ticket" (my own word for it) is sent to the server, telling it what you did. Now, when you use a scroll (let's say it has a 60% chance to add +1 stat, 40% to do nothing) it sends a specific "ticket" to the server (let's say the "ticket is the number combination 1006723920). Whenever you use a new scroll it sends a different "ticket" (http://en.wikipedia.org/wiki/Random_number_generation) to the server. The server then decides what "ticket" to send back. The original ticket will have told the server what item it is, so the server knows what combinations are possible and hence which tickets could be sent back. In this case, out of all the tickets possible, 60% of them will say +1 stat, and 40% of them will say do nothing).
So the result is completely up to the server's (p)RNG and your client has no control over the result, except for what ticket is sent to the server. In order to prevent someone from figuring out which tickets result in something good, and hacking the client to send those tickets, Nexon would have the server periodically reset the table that assigns a result to a specific ticket (so say at time A the ticket 1374701470 is a pass, but at time B 1374701470 is a fail).
It's impossible to determine anything that goes on server side*, such as what % of tickets do what (it says in the item description sure, but it only matters what the server thinks, which could be different as you said) or which tickets combinations do what, or how often the tickets are reset, etc etc
I have more hypothetical inquiries into the system but I've spewed out enough potential bullshit already, as I said the server is a mystery. In the end all you have is to trust that what the client says is what the server thinks.
Btw in regards to what you said about the outcome of the coin depending on how you flip it,etc. if you keep going down that logic you'll have to deal with the uncertainty principle limiting your prediction (http://en.wikipedia.org/wiki/Laplace's_demon) You'll always only have a probability of something happening
So the result is completely up to the server's (p)RNG and your client has no control over the result, except for what ticket is sent to the server. In order to prevent someone from figuring out which tickets result in something good, and hacking the client to send those tickets, Nexon would have the server periodically reset the table that assigns a result to a specific ticket (so say at time A the ticket 1374701470 is a pass, but at time B 1374701470 is a fail).
It's impossible to determine anything that goes on server side*, such as what % of tickets do what (it says in the item description sure, but it only matters what the server thinks, which could be different as you said) or which tickets combinations do what, or how often the tickets are reset, etc etc
I have more hypothetical inquiries into the system but I've spewed out enough potential bullshit already, as I said the server is a mystery. In the end all you have is to trust that what the client says is what the server thinks.
Btw in regards to what you said about the outcome of the coin depending on how you flip it,etc. if you keep going down that logic you'll have to deal with the uncertainty principle limiting your prediction (http://en.wikipedia.org/wiki/Laplace's_demon) You'll always only have a probability of something happening

