Too long to quote, so I won't, but a quick recap;
- without knowing the mechanics, we can't decide anything from a small sample. Agreed.
- the method of deciding the "contents of a car" and the method of giving them out as "harvest" are not related. Agreed.
- terrain harvesting is set up similarly. Yup. You can see the harvest numbers for cars set up in blocks.xml as well, under "cntCar03SedanDamage1Master" and friends. This doesn't really tell us much about how the car loot table is handled.
- Your conclusion; how did you decide there's no draw count for the car loot? I can't make that call, but I'm not that familiar with the xml:s. Could be included from somewhere
- 10 to 20 samples.. the problem is, it is enough to get "an idea", but the probability of getting the wrong idea is.. high.
For an obvious example, if you're trying to catch a 20% difference, and you get samples of 4 and 5, you're right on the money. But you're also at exactly "one lucky roll" away from being equal.
"Two lucky rolls" could hide a difference of 10 and 12, will be a little rarer, but by no means impossible.
My main point is, 10 shopping carts is just not enough data. The next step for the average joe is, "well, if I don't see the proper results, I'll just try again". And then you have two bad datasets and you've just confirmed your original bias by the latter being "right".
That's why an "actually significant" sample size is required (I'm not even pretending to care about science here, but just for one's regular in-your-life decision making..). When you think about "how much would randomness need to change things to change the result significantly", you end up having to go for a lot of data. It sucks. But having terrible data is worse than having no data. (And if you don't mind, tell that to the nutritionists..

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