
Originally Posted by
kimss
Let my try another example, looking back (not to confuse the
random people in here) say we had this sequence of events.
0 0 0 x 0 0 0 0 0 0
Every spin is at $10, and the x symbolizes a win on $95. This would
be 95% payout on the $10 wager since it's 10 spins.
Now say what some of you people state is true, true random whatever
coinsize. My point is, say that you get the luck of squeezing out
three spins on $1 after the big win. Your wager would then be:
$10 $10 $10 $10 $1 $1 $1 $10 $10 $10
Total wager : $73
Total payout: $95
As you see, you totally skewed the payout from 95% to 130%, hence
it must be different variance on every consize.
Is it me - or is it you? I'm trying to get my head around this.
You could have got another big payout in one of the three $1 spins, followed by a dry spell after going back to $10. Overall, the advantage would evaporate back to the expected return. This would only be a workable system if you could KNOW that the three spins following a big win were destined to lose, and that returning to $10 after a given number of games returns you from a preset recovery period.
This kind of thing would only work on UK Fruit Machines, and has no place in a genuinely random games.
The argument about MG slots not being entirely random is more complicated than this, and boils down to the fact they can exhibit long term tendencies, such as being predominantly "hot" for an extended number of spins (thousands), or predominantly "cold" over a similar period.
The coin size argument is that changing denomination and number of coins can switch a game from predominantly "cold" to predominantly "hot". Where a big win, or series of wins has occured, the slot may appear to go very cold (no scatters when many used to appear). The argument is that by changing coin at this point can "find" a new "hot" streak, rather than playing through the "cold" streak after a run of big wins. The principle of the game being random means this simply won't work long term, although it will work sometimes in the short term. If the game used seeds that were non-random, it would mean the RNG output would not itself be 100% random, but would be biased towards the seeds, and could indeed produce predominantly "hot" or "cold" streaks, rather than a "flat" near 95% game. Add to this the high variance on slots, and you can get dramatic swings.
Better off looking at Blackjack, a low variance game, but MG BJ often exhibits long streaks where the dealer CONSTANTLY beats you with Blackjacks galore, 20/21 outs on really bad "up" cards, while you cannot get past 16 without drawing a bust card almost every time.
I have noticed that during these bad streaks, fewer 10 value cards than expected are produced, and the dealer thus survives more bad hands. A "10 poor" shoe in a land casino does indeed favour the dealer.
When the PLAYER is on a winning streak, there are many more 10 cards drawn, these often bust the dealer, and help the player win many of the double down hands.
Empty Fruities Astern Capt'n
Back to port for unloading.
Full Sails - before we get raided ourselves.
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