1. The main question that would explain a lot of things is:
What data string is transmitted between player --> casino --> game server --> casino --> player? We are hammered from all sides of the industry that only a request for a random result goes to the game server which I do not believe, especially because it has been said so many times yet nobody actually publishes once a sample of the data packets.
The game sends a spin request which contains information such as number of lines, coin size, total bet, etc.. The server gets this request and then sends a result back to the client for that spin, or for that part of a spin (for example, if it's going in to free games, it may only send back the initial spin and the fact the game client needs to go in to free games - then it would request another spin result for the first free game. The client is completely dumb to the game - it just displays what it's told to display.
2. Why does everyone involved in the industry keep repeating endlessly that slots are random? They are NOT.
You'll have to explain what you mean by this before i can give you an answer... but in simple terms, yes they are... but of course it's slightly more complex than that no
3. Why is the industry allowed to display a RTP which is calculated "ad infinitum" giving novices or even more seasoned players the impression that they are not risking more than just the usual 4%?
You'll notice that in IGT slots we state that the return to the player can be greater or less than the TRTP, and that the number of games played has a large bearing on the RTP the player will receive. RTP is just a guideline. You should never read too much in to it... volatility is actually more important to me as a player.
4. How can a slot have one event happening 1x on average every 22.000 spins at small bets, 1x on average every 1Mio spins at medium bets and never in over 1.2Mio spins at high bets without being weighted?
I am talking here about the elusive double 5OAK Sheriff Stars on DOA. Now the direct answer to that would be --> bad luck, random results. However, the slot has a few more double 5OAK pays, e.g. Hats + Sheriff Stars, Holster + A's, Double Boots, Double A's, Double K's. Funnily, the hit rate of those double pays for the lower paying symbols evens out for all bet sizes, but the high paying symbols are happening nearly exclusive on the small bets. If I take these 5OAK pays into the calculation then it looks even worse than those above, much worse. Still bad luck?
These are samples of minimum 1 Mio spins at each bet size and more in the past months, yet the hit rates and distribution across the bet sizes are not changing in the slightest.
My simple guess would be that the reel band design on DOA has been done in such a way that that result is very very unlikely. This kind of thing is very normal in slot maths design - it's bloody hard to get more than a few gorillas on Rhino isn't it... far easier to get a big amount of Rhinos, even though it's a higher symbol...not every win has the same chance of happening - results can vary wildly.
5. Why are all slots that take your balance relentlessly down from any random amount suddenly show 2-scatter teaser when the balance is down to appr. 10x bet? Any game provider, not specific. Random? Surely if it does not happen every time, but surely not if it does.
They don't - this is just perception. You'll no doubt disagree, but unless you can provide statistical proof of this, i will stand by the fact it's perception. Guarantee i don't do any of that shit in any of my games
6. How much psychology goes into slot design these days? Especially since the introduction of the HTML5 format this has become unbearable. It freed designers from virtual reel bands and they can pick and choose how a spin result is displayed.
A lot of psychology... slot design is nearly all about psychology, and that's EXACTLY why we all believe different things about slot behaviour. We've all heard Dunover saying that he can tell when a feature on Rhino is going to be shit - sticks in my mind certainly. Yet i guarantee that sometimes when he says that, he's wrong... Our job as games producers is, let's be honest, to make losing money enjoyable. Of course we want you to win so you keep coming back - hence i make medium to high volatile games because these are the type i like - but at the end of the day, if you don't lose, the casinos don't exist and nor do the slots...
Got more as i am into statistics and mathematical equations but too tired to formulate them properly. The ones in this post might not make complete sense as well.