Noaani wrote: » 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? No, because it still doesn't make sense. As I said, all RNG in regards to failing should be opposed rolls. This means both players/characters should want the opposite thing to happen, not the same thing to happen. It isn't an opposed roll if you both want the same thing to happen. Now, if you have an undead race that takes damage from heals rather than getting healed, sure, add an opposed roll for them because they want the opposite thing to happen.
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?
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 That isn't the question. Would healing be better with an RNG chance of failing?
mcstackerson wrote: » @CROW3 I still feel like you are dodging the question, would that be better? Would having a chance to fail to heal improve the system since it would force you to adapt or would you prefer you not having to factor that in during a fight and instead focus on other aspects of the encounter?
CROW3 wrote: » mcstackerson wrote: » @CROW3 I still feel like you are dodging the question, would that be better? Would having a chance to fail to heal improve the system since it would force you to adapt or would you prefer you not having to factor that in during a fight and instead focus on other aspects of the encounter? Heh - well, you feel the way you feel, man. I asked a clarifying question that you may not have an answer for... which is fine. Let's assume that all healing spells are tab-target or AOE. I'm fine with heals having the same miss% as all other hits / abilities.
Neurath wrote: » I would love heals and buffs to be RNG based. Might grant Healers another arc of skill to master. It would make healers non-heal bot and buffers non-buff bots. It would also be a comedy of errors and a string of bad RNG would be hilarious from my view, however, you would have some healers who don't attempt a heal and will then claim 'RNG Stopped the heal.' without repercussions.
mcstackerson wrote: » I'm really sorry for being pushy, you have been really cool in this conversation but it comes off as you are settling. If i miss read that then i'm sorry but i'm asking if you think it would make for a better experience for healers to have to rng, not if you would be ok with it? I'm not trying to say healers should have to suffer with rng since others do, i'm asking if it would be better if they did.
bigepeen wrote: » This is problematic for me and why I don't like rng, because people just scapegoat rng and not learn anything about what they could've done better. It breeds a playerbase that doesn't accept responsibility for their actions, and it makes everything annoying when it doesn't even need to be.
CROW3 wrote: » bigepeen wrote: » This is problematic for me and why I don't like rng, because people just scapegoat rng and not learn anything about what they could've done better. It breeds a playerbase that doesn't accept responsibility for their actions, and it makes everything annoying when it doesn't even need to be. Hmm. If folks scapegoat such a small, I mean REALLY small, chance to miss as the macro reason that they aren't playing well, I would just find better players for my group/team/guild/elite mercenary company ( @Conrad ).
Dygz wrote: » Magic Man wrote: » Nope, stun is hard CC. LMAO Yes. That was sarcasm. Alpha One had Stuns - which means there were hard ccs.
Magic Man wrote: » Nope, stun is hard CC.
CROW3 wrote: » mcstackerson wrote: » I'm really sorry for being pushy, you have been really cool in this conversation but it comes off as you are settling. If i miss read that then i'm sorry but i'm asking if you think it would make for a better experience for healers to have to rng, not if you would be ok with it? I'm not trying to say healers should have to suffer with rng since others do, i'm asking if it would be better if they did. All good, @mcstackerson. We're all part of the same community, just with different perspectives. Though, I don't think I'm settling. I've been consistent in this thread and others ( @beaushinkle might say I've been stubborn ) that a non-zero chance to miss any ability (including spells) is a good thing. To your question about do I think healers would have a better experience? I think it greatly depends upon the personality of the healer. Someone who is used to Vuhdo, and manages heals like a turret, probably not. To healers that approach healing the same way a competitive player approaches a 'fighting game' that is *only* subject to skill, probably not as much. But for those who know that being adept and skillful also includes the capacity to adapt to non-ideal conditions, yes - I think they would thrive under this system. Make sense? bigepeen wrote: » This is problematic for me and why I don't like rng, because people just scapegoat rng and not learn anything about what they could've done better. It breeds a playerbase that doesn't accept responsibility for their actions, and it makes everything annoying when it doesn't even need to be. Hmm. If folks scapegoat such a small, I mean REALLY small, chance to miss as the macro reason that they aren't playing well, I would just find better players for my group/team/guild/elite mercenary company ( @Conrad ).
beaushinkle wrote: » Dygz and Crow want for RNG to govern all in-game (and especially all combat functions)
beaushinkle wrote: » So you're asking folks like Crow or Neurath if they think it would be "good" if heals could fail and you're getting told no on two levels.
bigepeen wrote: » then you have to deal with them saying "You just got lucky", or some such things when the game could've just been designed better.
CROW3 wrote: » Govern is kind of an odd word to use for what a 1/1000ths chance of something happening. Even then, based on the discussion with @JustVine above, that could be reduced another 1/6th based on a glancing blow model. It'd be like saying I tried to drown you by flicking water at you in high wind.
CROW3 wrote: » presence of RNG is more indicative of real skill
beaushinkle wrote: » If their stun has a 30 second cooldown, and you did nothing but your life but press your stun every 30 seconds, you would expect to only see it fail once every ~33 hours. What is this player adapting to? It seems like their stun just works until they're put at disadvantage by the 1-in-60,000 chance that it doesn't.
beaushinkle wrote: » do you think that in RNG-enabled environments, higher skill players win more often or less often?
beaushinkle wrote: » Would you agree that RNG also tends to flatten even the odds so-to-speak by making it so that worse players can win by getting luckier than their opponents?
beaushinkle wrote: » I note that you didn't engage with any of the points about definitionalism, or that a game can be a RPG without having RNG CC's (like how WoW, archeage, and GW2 are RPG's despite not having RNG CC).
CROW3 wrote: » It depends on what you mean by 'higher-skill,' in my opinion a highly skilled player is able to adapt to change and still be successful. If I get to set the bar where I want, then yes, higher skilled players tend to win more often in 'RNG-enabled environments.'
CROW3 wrote: » Meh, there's nothing to really discuss there.
Conrad wrote: » I assume you mean I'm one of the better not worse players right? XD
beaushinkle wrote: » Did you happen to read through my example where I think I pretty convincingly show that this isn't the case? If someone has better reaction speed to recognize that a card is a club than someone else, then they can earn more points by slapping clubs and win a game (they're the better player), yet adding in RNG (in the form of the deck distribution) can cause them to lose from being unlucky.
beaushinkle wrote: » Because you happen to disagree and think that miss% in CC's is a strict requirement for a game to be considered a RPG (and so you consider WoW, GW2, and ArcheAge to not be MMORPGs since they fail this requirement)? Or because we agree here and can move on?
mcstackerson wrote: » It's an opposed roll against the character's body, similar to an apposed role against an inanimate object, like a chest. Does your body do everything your consciousness tells it to? If you are tired, can you sprint a mile because you want to?