JustVine wrote: » It's called marketing mate.
RNG: Random Number Generator. The game decides for you whether your answer is correct. This is a seperate concept from. Random Chance: There was a chance of something working but it didn't for various reasons. The machine isn't required to be involved here.
Games that lean into action combat use Random chance via class design and situational spacing relative to those tools. Rock Paper Scissors.
I can agree with you that something needs to happen to prevent stale rotations however you are setting up a false premise from the very beginning of this post. It's an option between two design sets. RNG mechanics are not the one and only way.
JustVine wrote: » RPS vs RNG. I think both can exist in tandem but it'd be unwise not to listen to lessons learned in fighting game design if you want a high skill combat system with nuance and.skill mattering.
Noaani wrote: » JustVine wrote: » It's called marketing mate. No, it's called genres.
Noaani wrote: » In the context of the discussion, we were talking about fighting games. Games where you enter a ring and fight against a single opponent, three times.
Noaani wrote: » It may not be the only way, but I have yet to see a combat system that would be acceptable in an MMORPG that both avoids rotations and has no RNG. ... Not only have I not seen a combat system that doesn't have random elements get away from there being a theoretical best rotation, but I can't even see how that is possible. While it may well be that you don't know what classes you will come up against in an open world MMO, if there is no randomness, you will very quickly fall in to using the same rotation - or at the very least you will have a combat opener you always use, a few combos to use during combat, and perhaps a closer or two if your build has such things. Basically, while you may not fall in to an exact rotation, without randomization you will fall in to a few basic combos.
JustVine wrote: » It got brought up because Dreoh pointed out that pvp as a concept was perfected by fighting games. If you want a game with serious combat there are lessons to be learned from the genre. Fighting games like GGXrd, Soul Calibur, Injustice all have systems for 'more casual play.'
Guli wrote: » i just dont like the idea where you pray that your CC actually hits or not, and im not talking about balancing right now, this is about CC. Not what class has it or not, but if it should be guaranteed hit or not. if its guaranteed = skills matter more than RNG if its not (like it is now in alpha) = if you have bad luck you will die to the on who has better luck. toughts?
Azherae wrote: » I personally don't care if Ashes 'is an RPG' or not. If removing RNG based CC makes a game 'not an RPG', then so be it. If removing RNG makes a game 'not an RPG' I'll let the makers of the Legend of Zelda know, and we can move on to 'whatever people want to call Ashes based on that'. MMO Open World Action Combat Simulator? I'll take it. Whatever.
Dygz wrote: » Azherae wrote: » I personally don't care if Ashes 'is an RPG' or not. If removing RNG based CC makes a game 'not an RPG', then so be it. If removing RNG makes a game 'not an RPG' I'll let the makers of the Legend of Zelda know, and we can move on to 'whatever people want to call Ashes based on that'. MMO Open World Action Combat Simulator? I'll take it. Whatever. You don't care if Ashes is an RPG, but I care. And Steven cares. Lots of people signed up for Ashes because it's an RPG rather than an action combat simulator.
CROW3 wrote: » @Nepoke - I'm curious how you played dodgeball as a kid.
Nepoke wrote: » @CROW3 Imagine Neo with a bionic arm and a Robocop targeting HUD.
Dreoh wrote: » What in the world does that have to do with the argument at all? Are you implying there's randomness to dodgeball? Because there's actually not lmao. It'd be one thing if you said Kickball where maybe wind-factor could be considered RNG
fodderplay wrote: » +RNG = Build the OP/meta class with a +skill or template. Based on your opponents +skill or template, you may miss, have -dmg%, have -crit%, or a -debuff% (etc.). This creates strategy. Challenging and more involved.-RNG = Build the OP/meta class with a +skill or template. Farm your opponent because they have no defence to your 100% hit rate. Then all it comes down to is who clicked first and/or who has a greater latency. Not challenging and less involved.
Tritri wrote: » Now, about RNG, here is what I think. Randomness is and will always be part of games, it's even part of real life sports. There is always a bit of luck to everything. Now there is acceptable RNG and less accepetable ones in a PvP environnement. In competitive fighting games for example, even if they try to minimize the randomness, there are characters that are based around some randomness (Faust/Zappa/Kliff from Guilty Gear series, The Hero in Smash Bros, Shingo in King of Fighters, Dan in Street Fighter 5, Dummy chars in SoulCalibur/Tekken,...) and people still play them in highly competitive tournament, the characters aren't weak or overpowered just because of their randomness. In a lot of FPS you have some randomness in the spray patterns of some of your weapons, some games more than others... you can control it a bit, but it's still random In RTS you also have randomness in the way some units will move in a terrain when multiple units are being moved. You can prevent it, but sometimes shit happens. For MMOs, I can think of some RNG that don't bother me, like RNG on defensive mechanics such as dodging or blocking (yeah the tank blocked your stun, well maybe next time try to land it from the back on chose a better target). And also some RNG that I don't like, for example, in Dark Age of Camelot, you have 5% chance for any spells to be resisted in PvP, which is ok when doing masse aoe spells since you know some of your targets will resist and you can account for it, but is infuriating on single target spells where you can have 3 resists back to back when trying to finish off your target. So having my long cooldown last resort crowd control that would change the outcome of my fight being "resisted" just BECAUSE, will anger me a bit Having it blocked because I threw it on a target that had a reasonable chance of blocking it, well, it sux, but it won't bother me, even if I'll die because of it
CROW3 wrote: » There is randomness in dodgeball though (as there is in all sports - and combat btw).
CROW3 wrote: » Nepoke wrote: » @CROW3 Imagine Neo with a bionic arm and a Robocop targeting HUD. hahahaha - love it. Dreoh wrote: » What in the world does that have to do with the argument at all? Are you implying there's randomness to dodgeball? Because there's actually not lmao. It'd be one thing if you said Kickball where maybe wind-factor could be considered RNG Lol, no. It goes back to a conversation he and I had earlier in the thread that he's alluding to above. Basically, that a dodge doesn't result in a miss, but a hit with greatly reduced damage (what is usually referred to as a glancing blow). I just had this amusing picture of what that would look like on a dodgeball court. There is randomness in dodgeball though (as there is in all sports - and combat btw).