Xerheart wrote: » I don't think this type of scenario would be fun 24/7
Noaani wrote: » One of the benefits of opposed rolls is that the developers could make it so that if you really hate misses,and would rather hit for less but guarantee each hit, you can gear up to make that close to a reality. In the other hand, if you are fine with missing sometimes, but really like hitting big when you do hit, you can gear up for that instead. It gives players more options, allowing you to gear and spec appropriate to how you want to play the game. I fail to see what is wrong with that, from any perspective.
JustVine wrote: » Or you hit the physical part of the attack. Now the RNG calculator comes up. Roll a 1d1000. Apply opponent's gear resistances. 1-200 you 'fumble'. Your cc is halved or softened ala my original expansions of those options. 201-1000 the stun lands. Same rng system, but the action combat serves as the full fizzle where as the fumble still delivers on the gear stats and adaptation features you have expressed a desire for. What do you pro-rng people think?
Dygz wrote: » JustVine wrote: » Or you hit the physical part of the attack. Now the RNG calculator comes up. Roll a 1d1000. Apply opponent's gear resistances. 1-200 you 'fumble'. Your cc is halved or softened ala my original expansions of those options. 201-1000 the stun lands. Same rng system, but the action combat serves as the full fizzle where as the fumble still delivers on the gear stats and adaptation features you have expressed a desire for. What do you pro-rng people think? Mmmmn. I think I'm missing some nuance. If it's an Action Combat Stun... The big part of what determines whether the Stun "fumbles" instead of hits...with regard to RNG... are the stats. If the attacking character has low Dex, we should expect the Stun might actually "fumble". Just because the attacking player has excellent twitch skills does not mean their character has decent Dex. Especially if the target character has excellent Dex, we should still expect the RNG to kick in an Evade. Or if excellent Constitution, the target character might resist. Though, we have to take into a account that RNG is much less of a factor for Action skills as compared to Tab Target skills. The player with excellent twitch skills does get some reward for having excellent twitch skills - it just doesn't completely negate RNG.
JustVine wrote: » RNG isn't negated in the currently proposed model. Gear resistance and stats apply in the proposed model.
JustVine wrote: » The nuance you might be missing is that a physical miss is a full miss. The player's skill is tested. The fumble is an RNG partial miss. The character executed the move imperfectly. A success is where both you and your character succeeded. You are rewarded with the abilities full effect.
JustVine wrote: » Whether or not this model fits Intrepid's model is not yet known. Your beaten dead horse of a Jeffery Bard quote does not specify how the rng applies to the action combat hit. This is a proposal to meet in the middle. So I am asking your /opinion/ on a possible implementation. It sounds a lot like 'no I don't like this model because I am an rng purest.'
JustVine wrote: » Mk so both you and CROW3 have effectively gone 'no I want stun to have a binary fail option np matter what' despite the fact that player skill already provides that.
Noaani wrote: » mcstackerson wrote: » Noaani wrote: » I mean, I agree that if you have a game where landing or not landing a CC is the difference between winning or losing, having that be controlled by one case of RNG is bad. Thing is, that isnt the fault of RNG, that is the fault of having one CC be the difference between winning and losing. I'm not sure if i'm getting you but i don't think people are talking about a case where there is one ability you need to land to win a fight if that is what you are implying. In general, no. However, the specific post I was replying to was saying exactly that. If the outcome of any encounter is decided by one case of RNG, as the poster I replied to suggested, the issue is with that one thing the RNG was attached to being too strong, not the fact or was attached to RNG. That as a statement isnt directed at everyone that is for RNG, only those that think one roll of the dice can determine the outcome of a fight. Those that dont think that is the case should already agree with the specific statement, even if they dont want RNG.
mcstackerson wrote: » Noaani wrote: » I mean, I agree that if you have a game where landing or not landing a CC is the difference between winning or losing, having that be controlled by one case of RNG is bad. Thing is, that isnt the fault of RNG, that is the fault of having one CC be the difference between winning and losing. I'm not sure if i'm getting you but i don't think people are talking about a case where there is one ability you need to land to win a fight if that is what you are implying.
Noaani wrote: » I mean, I agree that if you have a game where landing or not landing a CC is the difference between winning or losing, having that be controlled by one case of RNG is bad. Thing is, that isnt the fault of RNG, that is the fault of having one CC be the difference between winning and losing.
CROW3 wrote: » mcstackerson wrote: » Instead of trying to say it's not a thing, think about it. How would you feel if you failed a raid because your healing spells failed because of rng and your tank died? When the first heal failed would you having to "adapt" feel rewarding? If a raid failed solely because of a 1/10000 chance to miss a heal, actually missed and you weren’t able to recover, 2 thoughts: 1. You’re not ready (for whatever reason) for that content. 2. The risk for variances is accepted by walking into the raid, and to mitigate that risk requires a higher level of planning, gearing, communication, flexibility, adaptability, and thinking on your feet. How is that a bad thing?
mcstackerson wrote: » Instead of trying to say it's not a thing, think about it. How would you feel if you failed a raid because your healing spells failed because of rng and your tank died? When the first heal failed would you having to "adapt" feel rewarding?
mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani wrote: » I mean, I agree that if you have a game where landing or not landing a CC is the difference between winning or losing, having that be controlled by one case of RNG is bad. Thing is, that isnt the fault of RNG, that is the fault of having one CC be the difference between winning and losing. I'm not sure if i'm getting you but i don't think people are talking about a case where there is one ability you need to land to win a fight if that is what you are implying. In general, no. However, the specific post I was replying to was saying exactly that. If the outcome of any encounter is decided by one case of RNG, as the poster I replied to suggested, the issue is with that one thing the RNG was attached to being too strong, not the fact or was attached to RNG. That as a statement isnt directed at everyone that is for RNG, only those that think one roll of the dice can determine the outcome of a fight. Those that dont think that is the case should already agree with the specific statement, even if they dont want RNG. Can you look at the healing scenario to understand because you don't seem to get it. All your skills have an affect on a fight, it's not about one skill being too strong. It's about all of them having a purpose and if one fails to serve that purpose because of rng, then you are at a disadvantage for reasons outside of your control.
Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani wrote: » I mean, I agree that if you have a game where landing or not landing a CC is the difference between winning or losing, having that be controlled by one case of RNG is bad. Thing is, that isnt the fault of RNG, that is the fault of having one CC be the difference between winning and losing. I'm not sure if i'm getting you but i don't think people are talking about a case where there is one ability you need to land to win a fight if that is what you are implying. In general, no. However, the specific post I was replying to was saying exactly that. If the outcome of any encounter is decided by one case of RNG, as the poster I replied to suggested, the issue is with that one thing the RNG was attached to being too strong, not the fact or was attached to RNG. That as a statement isnt directed at everyone that is for RNG, only those that think one roll of the dice can determine the outcome of a fight. Those that dont think that is the case should already agree with the specific statement, even if they dont want RNG. Can you look at the healing scenario to understand because you don't seem to get it. All your skills have an affect on a fight, it's not about one skill being too strong. It's about all of them having a purpose and if one fails to serve that purpose because of rng, then you are at a disadvantage for reasons outside of your control. If you have stats available to you - or options in your build - that can increase your chances to make it land, then it isn't out of your control. That said, even if it is out of your control, things in games happen to you that are out of your control all the time - such as being stunned. You can't complain that you are against having things taken out of your hands in relation to an ability that takes things out of other players hands - that is just a weird argument to make. Also, the post that I quoted, that the post in question was a specific reply to, had no mention of a healing scenario. Since my post was a reply to that one specific quoted post, I have no idea what it is you mean by that.
mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani wrote: » I mean, I agree that if you have a game where landing or not landing a CC is the difference between winning or losing, having that be controlled by one case of RNG is bad. Thing is, that isnt the fault of RNG, that is the fault of having one CC be the difference between winning and losing. I'm not sure if i'm getting you but i don't think people are talking about a case where there is one ability you need to land to win a fight if that is what you are implying. In general, no. However, the specific post I was replying to was saying exactly that. If the outcome of any encounter is decided by one case of RNG, as the poster I replied to suggested, the issue is with that one thing the RNG was attached to being too strong, not the fact or was attached to RNG. That as a statement isnt directed at everyone that is for RNG, only those that think one roll of the dice can determine the outcome of a fight. Those that dont think that is the case should already agree with the specific statement, even if they dont want RNG. Can you look at the healing scenario to understand because you don't seem to get it. All your skills have an affect on a fight, it's not about one skill being too strong. It's about all of them having a purpose and if one fails to serve that purpose because of rng, then you are at a disadvantage for reasons outside of your control. If you have stats available to you - or options in your build - that can increase your chances to make it land, then it isn't out of your control. That said, even if it is out of your control, things in games happen to you that are out of your control all the time - such as being stunned. You can't complain that you are against having things taken out of your hands in relation to an ability that takes things out of other players hands - that is just a weird argument to make. Also, the post that I quoted, that the post in question was a specific reply to, had no mention of a healing scenario. Since my post was a reply to that one specific quoted post, I have no idea what it is you mean by that. Do you think heals would be better if there was an rng chance of failing and not healing there target?
Noaani wrote: » JamesSunderland wrote: » Even tho would still be mad as a TT heal doesn't make any logical sense to fail at all. Indeed. As I have said many times, all RNG should be subject to an opposed roll. Your stat at making a thing happen vs your targets stat at stopping the thing happening. In order for heals to be able to fail, that would require players have a stat that functions as a stat to make heals fail. That makes no sense to have.
JamesSunderland wrote: » Even tho would still be mad as a TT heal doesn't make any logical sense to fail at all.
mcstackerson wrote: » Do you think heals would be better if there was an rng chance of failing and not healing there target?
mcstackerson wrote: » 1. Well this isn't true, as we discussed you can win the encounter and probably have in the past, just got unlucky this time.
mcstackerson wrote: » Noaani That isn't the question. Would healing be better with an RNG chance of failing?
Noaani wrote: » mcstackerson wrote: » Noaani That isn't the question. Would healing be better with an RNG chance of failing? I specifically answered this in my last post. Since all RNG in a game should be subject to opposed rolls, and all opposed rolls should be able to be influenced by both players, since it doesn't make sense to have a stat that increases the chance for a heal to not land on you, it doesn't make sense for heals to have RNG in terms of hit/miss.
mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani That isn't the question. Would healing be better with an RNG chance of failing? I specifically answered this in my last post. Since all RNG in a game should be subject to opposed rolls, and all opposed rolls should be able to be influenced by both players, since it doesn't make sense to have a stat that increases the chance for a heal to not land on you, it doesn't make sense for heals to have RNG in terms of hit/miss. I don't think you did. Ok, people heal at different rates in our society. Some cures that work for some don't work for others and doctors vary in their skills so we will base some stats off that. Everyone has a stat that dictates how susceptible they are to heals. Maybe the old wise mage isn't as good at getting healed then the young, strong tank. You might also have a healing stat that dictates how good you are at identifying an injury so you can heal it. Your heal stat that dictates how good you are at healing goes against their stat that dictates how susceptible they are to healing. If your roll fails, you don't heal them. Would you like that system where you could fail to heal someone?