RNG in games

Good or bad?

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  1. 11 months ago
    Anonymous

    context is important
    so sometimes its good
    and sometimes its bad

    • 11 months ago
      Anonymous

      Provide some good and bad examples

      • 11 months ago
        Anonymous

        >bad
        being in front of an enemy, slashing, your swords model hits the enemy model in the head, RNG decides that they are damaged in the leg, or you missed entirely
        >good
        deciding gear attributes for gear that enemies drop, or room layouts / maps (again, depends on the context or personal preference with maps)

        • 11 months ago
          Anonymous

          Literally, literally got it the wrong way around

          • 11 months ago
            Anonymous

            context also applies to personal preference
            i personally would like my hits to hit where i hit them
            i personally enjoy randomized loot and rooms / maps

            • 11 months ago
              Anonymous

              Good RNG is influenced by the player. For example, attacking from behind has a higher hit % than from in front
              Bad RNG has no influence from the player. Kill an enemy 100 times hoping for a 1% drop and you don't get it

              • 11 months ago
                Anonymous

                hit% makes sense for ranged weapons
                but melee weapons should always hit if in range, the RNG comes in when you calculate damage or the enemies defense
                you can hit someone with a sword, but if you're a poor swordsman, you might do little to no damage
                >drop %s
                i actually don't like drop % mechanics, but i disagree with bad rng being non-player influenced
                personally, the world is pretty chaotic for me, lots of things are out of my control, which can make things interesting
                i like some things in my games being out of my control, things I just might have to deal with, like room or map layouts, hell, even enemy equipment if its within a certain range of their level

              • 11 months ago
                Anonymous

                >but melee weapons should always hit if in range
                You even been in a sword fight? Hitting people, even close to them, aint easy

              • 11 months ago
                Anonymous

                i mean, now we're talking about in game logic
                if its a game in 1st or 3rd person, and I see the enemy get hit by my sword model, then see "missed" it just feels cheap, i get theres a certain level of abstraction i should be prepared for, but i personally don't like it, i'll tolerate it but i dont like it
                if the hit% is calculated before the animation plays, its calculated as a miss, and the following animation shows a miss, then I could forgive it
                otherwise, it just feels wrong
                Now, for really abstracted games like Dwarf Fortress or CDDA, or even Rimworld, I'm very forgiving with these types of things. The models colliding doesn't really mean much to me cause I've gone into the game knowing they're very low level representations of whats going on.

              • 11 months ago
                Anonymous

                The more abstract a game looks, the easier it is to abstract your own thoughts of what's happening and immerse yourself regardless.

              • 11 months ago
                Anonymous

                exactly
                so like i said before, context is important
                i wouldn't say good rng is player influence and bad is not
                i would say good rng is purposeful and well developed
                and bad rng is careless and just thrown in

      • 11 months ago
        Anonymous

        Not him, but it makes RPGs and other number-focused games more interesting at times.
        Hit the enemy for 10-20 damage is more interesting than 15 every time. Or maybe a sword that has a 5% chance to make a cool explosion is better than +2 fire damage on each hit.
        I'm not a powergamer, though, so they might think differently

        • 11 months ago
          Anonymous

          I think it also makes planning more difficult when you can't be certain of the outcome. You need to plan around the possibility of bad luck

      • 11 months ago
        Anonymous

        rng generally makes turn based games more interesting, since it puts you in unexpected situations. it forces you to play reactively instead of everything always going to plan

        some sort of execution requirement can take its place, but it actually has to be hard enough to fail

      • 11 months ago
        Anonymous

        >bad
        paying money for a chance to get your waifu
        >good
        your attacks have a 60% chance to hit, which is improved somewhat by several precautions you can take such as equipment, positioning, so on and so forth.

  2. 11 months ago
    Anonymous

    can be done well or poorly. Events having a random chance to occur, but then requiring your skill to get through is nice, having an Shield capacitor pop decide the results of a duel via RNG is bad.

  3. 11 months ago
    Anonymous

    bad
    >extreme amounts of RNG over short periods of time, bad coinflips can cost you the entire game or run, game feels out of your true control
    >examples, hearthstone at its worst, FTL
    good
    >small to large amounts of RNG over longer periods of time, bad coinflips arent catastrophic, ways to play around RNG or longer runs that allow for less volatile variance. feel like your actions usually matter
    >examples, mtg with mulligans and b03s, xcom

    • 11 months ago
      Anonymous

      FTL's rng is fine. If your run was lost it was likely a bad decision you made a while back finally biting you.

      • 11 months ago
        Anonymous

        >interact with a random event
        >WHOOPS SORRY moron YOU LOSE A CREW MEMBER AND YOUR HULL TAKES 10 DAMAGE AND YOU'RE GETTING BOARDED AND THERES A BREACH AND A FIRE AND YOU GOT ION-RAPED, SHOULDA KNOWN BETTER

        • 11 months ago
          Anonymous

          >I agreed to the spider mission for the 3rd time knowing full well there's a 90% chance I will lose a crew member and you're telling me I lost a crew member again? Frick this RNG!
          It's called calculated risk

          • 11 months ago
            Anonymous

            so you remember every event and their potential outcomes after throwing your runs to them over and over?
            why even bother interacting with them when theyre frequently so disastrous and difficult to recover from? its just a gamble

            • 11 months ago
              Anonymous

              I got my first win after 21 Hours and a dozen or so playthroughs. When the same event gives you the same outcome almost every single time you stop making the bad choice, it's called learning from your mistakes
              If you don't like the game just don't play it

              • 11 months ago
                Anonymous

                >When the same event gives you the same outcome almost every single time you stop making the bad choice, it's called learning from your mistakes
                interacting with the game is a mistake apparently, just ignore all events, dont pick the "wrong" weapons, dont do the "wrong" moves

            • 11 months ago
              Anonymous

              Black person that’s called skill.

              • 11 months ago
                Anonymous

                >Black person that’s called skill.

              • 11 months ago
                Anonymous

                if you can't look at your current situation, and decide if you can afford to take a gamble or not
                then yes, you are lacking skill

            • 11 months ago
              Anonymous

              FTL on hard kinda requires you to know shit, but thinking that giant spiders are a joke is kinda moronic. You wouldn't send your crew IRL to do that shit, you'd consider it "too risky"

      • 11 months ago
        Anonymous

        >first time playing
        >very first jump event
        >immediately lose crew member to cannibals
        uh okay

    • 11 months ago
      Anonymous

      >FTL
      FTL is solved to the point it's 100% winnable on Normal with good play, Hard was literally made in response to not be beatable at all times

  4. 11 months ago
    Anonymous

    Good RNG doesn't frick me over.
    Therefore all RNG is bad.
    This isn't open to discussion.

  5. 11 months ago
    Anonymous

    >X% chance to make skill check based on your skill ranks.
    >Can reload on failed check to try it again.

    Vs

    >Need 5 ranks of mechanics to make skill check.
    >Impossible to do if you have 4 ranks of mechanics so reloading is not an option.

    Which is better?

    • 11 months ago
      Anonymous

      % chance based on skill level FOR SURE
      the other option leads me to wanting to do something, running around trying to level it up, forgetting why i was trying to level up and restarting the process

  6. 11 months ago
    Anonymous

    xcom is only RNG when you let it be RNG

    • 11 months ago
      Anonymous

      What do you mean?

  7. 11 months ago
    Anonymous

    Its bad, you should be able to 100% anything if you engage with those respective stats enough, but there should be RNG if you're too low/inexperienced.

    • 11 months ago
      Anonymous

      That's still RNG

  8. 11 months ago
    Anonymous

    decent
    >Stats like ACC or dodge since they usually have outside factors that increase or decrease them so it just becomes a number game
    dogshit
    >drop chances, "oh what's that you want this one item ? I hope you enjoy grinding for hours cause the best drop chance is 2.27% Black person"

  9. 11 months ago
    Anonymous

    I never played Xcom. In pratice in the game, the character would really only have 65% chance of hitting it somehow, or is the shown probability wrong?

  10. 11 months ago
    Anonymous

    RNG when plannable is fine, the real issue is how punishing should going in blind be? Act 3 boss of Darkest Dungeon 2 is just pure moronic imo. It's just a puzzle that you have to figure out and hope you did right, but you probably didn't so phase 2 is "wrong answer homosexual you lose". It's so not fun once I cleared it, I never had the desire to play act 3 ever again. But I guess that's my issue with DD in general. "Oh you need a 2 rounds to figure out the gimmick of this fight? Lmao, you've fallen behind the damage curve, get fricked. Better luck next time."

    I don't mind rng when it's "okay this should work, but if it doesn't I've got this". But getting shit canned for not playing with a guide open is fricking gay.

  11. 11 months ago
    Anonymous

    Good, if games had no RNG at all I wouldn't ever play games.
    t. immediately left a chess club after understanding that it's literally about memorizing optimal moves

    • 11 months ago
      Anonymous

      you should try blitz chess, or bullet chess

  12. 11 months ago
    Anonymous

    how does Ganker feel about this xcom knock off only using 0%, 50% and 100%?

    • 11 months ago
      Anonymous

      >how do i feel about
      i want to frick the girl rabbids

    • 11 months ago
      Anonymous

      I think it's a change that was made to appease people who don't like risk-management (i.e. strategy/tactics) games, and even if it's not bad in itself it's kinda pointless.

    • 11 months ago
      Anonymous

      >accuracy depends on the angle you are covered from and not just random stats
      yeah it is perfect

    • 11 months ago
      Anonymous

      I'm glad it exists to be honest.

    • 11 months ago
      Anonymous

      cringe

  13. 11 months ago
    Anonymous

    There's a reason literally every board game ever created relies on rolling dice and drawing random cards.
    Randomness adds spontaneity, which is fun, but also helps even the playing field among multiplayer players.

  14. 11 months ago
    Anonymous

    nah, you never want straight RNG in your games because RNG doesn't actually work how humans perceive it to work.

    if something has a 95% chance to hit, human brain goes "that's gonna hit" and when it doesn't twice in a row players think the game is broken. Also if something has a 1/5 chance of happening it feels better to actually script in every 5 instances guaranteeing one will happen, otherwise people get frustrated.

    there's numerous dev talks on this, a lot of the time it's players asking for RNG, then claiming the game is "broken" when it doesnt work out in their favor, so the RNG is actually pretend RNG.

  15. 11 months ago
    Anonymous

    accuracy will never be a good mechanic

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