Dygz wrote: » mcstackerson wrote: » This comes across as you arbitrarily drawing a line in the sand on where the player's influence ends. You also don't have the same intellect as your character and naturally wouldn't know the best way to use their abilities but that is something player's learn. I don't think you believe that your character should play itself. Just like how someone who is playing a wizard and actively casting spells, if dodging is a part of a characters identity, I think player should play an active role if using it (if the game allows). In an RPG, the player knowing the best way to use their abilities does not necessarily make their character better than another character. Some of that is going to be determined by Level and RNG. If, like in NWO, Wizards have Dodge/Roll/Blink, we should expect to Wizards darting out of the way. And we should also expect AoEs to mitigate some of that. If caught by the AOE, we should expect RNG, stats and skill points to also mitigate the damage. Just because a player has the intellect/knowledge to be a Master at Animal Husbandry, does not mean their Blacksmith will have what it takes to be a Master Blacksmith. The line between character skill and player skill in RPGs is not arbitrary. It's going to be a key aspect of the game design. There is wiggle room. But the more focus there is on player skill rather than character skill - the farther away the game is from being an RPG.
mcstackerson wrote: » This comes across as you arbitrarily drawing a line in the sand on where the player's influence ends. You also don't have the same intellect as your character and naturally wouldn't know the best way to use their abilities but that is something player's learn. I don't think you believe that your character should play itself. Just like how someone who is playing a wizard and actively casting spells, if dodging is a part of a characters identity, I think player should play an active role if using it (if the game allows).
Marcet wrote: » Noaani wrote: » Dreoh wrote: » That's such an disingenuous statement I don't even know where to start. You're essentially saying any game without any RNG is shit and there's no way to make a non-RNG game good. Edit: I'm going to assume you were just being hyperbolic, there's no way anyone could believe that lol Without come form of chance, every time two players meet each other, they will know for certain who is going to win. In such a scenario, the person that knows they are not going to win will simply do what they can to avoid the fight completely. All MMO's need a roughly equal amount of character progression and player skill to be good, but they also need an amount of RNG in there as well. I honestly can't imagine that anyone could believe otherwise. No, combat is about skill, not RNG, you can trust your skill and even if the other guy is more powerful than you, it has nothing to do with RNG. You can have % crits and what not, but combat without RNG is possible and good. You won't run cause you don't know if the other player is stronger and you can trust your skill in combat vs a more powerful player.
Noaani wrote: » Dreoh wrote: » That's such an disingenuous statement I don't even know where to start. You're essentially saying any game without any RNG is shit and there's no way to make a non-RNG game good. Edit: I'm going to assume you were just being hyperbolic, there's no way anyone could believe that lol Without come form of chance, every time two players meet each other, they will know for certain who is going to win. In such a scenario, the person that knows they are not going to win will simply do what they can to avoid the fight completely. All MMO's need a roughly equal amount of character progression and player skill to be good, but they also need an amount of RNG in there as well. I honestly can't imagine that anyone could believe otherwise.
Dreoh wrote: » That's such an disingenuous statement I don't even know where to start. You're essentially saying any game without any RNG is shit and there's no way to make a non-RNG game good. Edit: I'm going to assume you were just being hyperbolic, there's no way anyone could believe that lol
Noaani wrote: » You'll note that I did say that skill and progression should be the main factors. However, RNG does need to be in the mix still.
RocketFarmer wrote: » A game such as most RPGs will utilize RNG for their main resolution mechanic. An RPG can use a non RNG system for resolution. Rock-Paper-Scissors being one of the most basic. It’s also less dependent on skill and can become boring. More advanced skill-based systems could theoretically be applied. Chess and Go are two examples of simple mechanics games yet very highly involved in skill. The challenge for an MMO RPG is the speed of the game, the necessary interface and the required decision making. That’s why they tend to lean toward more RNG and less toward pure skill to kind of abstractly emulate combat. But it can be done.
mcstackerson wrote: » I guess it depends on how you define better but If we have two equal characters, the player who knows how to use their abilities would perform better. A person who knows how to use their character would succeed in combats where someone who doesn't would fail. My point is, the characters are the same and if they controlled themselves, they would perform the same but they won't when controlled by different players. I don't see why it dodge needs to be rng based in that moment. Sure it can but i don't think the game is no longer an rpg because dodge isn't used as a form of passive progression in that instance. Wow wouldn't suddenly lose it's stats as an rpg if they removed the dodge stat from the game. Yes, if skills are broken out like that and your character is focused on animal husbandry and not black smithing then your character wouldn't be a master blacksmith. I'm saying a character with different intellect/wisdom would make different choices then the person controlling them. In your example, i'm saying that your character might not choose to be a master of animal husbandry because they know they could make more being a blacksmith. yes, the lines are arbitrary when it comes to stats and what stats are required. Hell, I don't even think rpgs need stats and can still be considered Role playing games.
TheDarkSorcerer wrote: » Tab targeting belongs in mobile games in 2021. Requires 0 skill.
Noaani wrote: » Mobile devices don't have tab buttons.
ArcticFoxAD wrote: » For me, I'm looking for something to move to from eso for pvp so if they go full tab targeting I'm out and sticking to eso. Tab targeting is slow, boring, and lacks skill.
Dreoh wrote: » Nice evasion of the point by focusing on a pedantic argument about GW2 having a single instance of chance. Every single game has some form of RNG, it's such a pedantic argument for you to say "yea well you said no rng so that means absolutely none whatsoever". I also never said "crit chance doesn't count" anywhere at all lol. Though I do think crit chance is a far lesser deciding factor of combat than dodge/accuracy is. Sea of Thieves has RNG in it's fishing and ship spawn, does that mean RNG is a core concept of Sea of Thieves? Chance is a core concept of gambling. Chance is not a core concept of MMO's. A core concept is something that is required. Chance is not required for an MMO to be an MMO. The core concepts of MMO's includes "massively multiplayer" and "player interactivity". Those are two things that define an MMO and a game is not an MMO without. Before you get pedantic again, of course there are a few more core concepts of the genre but those are just examples. Are you really telling me you are incapable of visualizing how a game can be an MMO without chance-based combat?
Dygz wrote: » Because an MMORPG is an RPG which means it will have RNG. You can make some other type of game that doesn't have RNG, sure.