Nerror wrote: » On the flipside, if Intrepid was making an MMOFPS like Planetside 2, I would be against RNG elements in combat.
Neurath wrote: » At a core level, Output RNG simulates dice rolls. If all these games weren't based on DnD and had some other inspiration, output RNG probably wouldn't exist. I do love input RNG but output RNG is a cancer. There's a reason you don't see RNG in Esports environments and when an Esports World Cup was won due to an RNG Miss there was uproar.
Neurath wrote: » You need to read the wiki. The devs said arena will be esports if the demand is high after launch and Steven said there will only be rng in enchantment overcharge. Other than that, the devs said there might be input rng due to the seasons.
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.
Neurath wrote: » Yes, I understand your position. But you can't build a hybrid system based on one half of the hybrid. If there is rng output on tab skills, then I would gravitate to action skills. I think resists and immunities are enough. We don't need output miss. You have the combat tracker. I've seen only one instance where a skill hasn't landed in the dev streams (sleep) other than that I couldn't tell if it was a resist or an rng miss.
Nerror wrote: » Character stats and skills have to matter, IMO, and not just in some flat numbers kind of way.
Nerror wrote: » I think it improves the game experience when we get some unpredictability and chaos due to RNG.
Nerror wrote: » It increases the skill ceiling for players to adapt to a series of bad luck RNG and still overcome the odds.
Neurath wrote: » Input rng changes the fundamental iteration of an outcome based on predetermined parameters. It can be environment or it can be inherent. You've described the output rng system when you went to dice roll after the input calculations. There are reasons you can skip the output rng and just have input rng. You can affect input rng with a build but output rng is a constant randomness which cannot be accounted for. It literally takes player agency away.
Lodrig wrote: » Yes, you have FATALLY misunderstood the input/output randomness distinction. Please go watch the video, repeatedly if necessary. Input Randomness is random RESULTS that are presented to the player prior to choices, like the random map generation in a rogue-like. Output randomness is the random success of player actions after the choice to act has been made. It does not matter if a player is told what their probability of success is, or if their ability to make character build/gear choices will alter that probability. Nearly every RPG ever made has done both those things (I need to roll a 17 or higher to hit because of my +3 sword) and AoC seems no different, but that is still definitionally output randomness.
Korela wrote: » Online games already has "some unpredictability and chaos" - the players.
Korela wrote: » Nope. It decreases the skill ceiling because players are no more able to control the outcome of their actions. It rather increases the skill floor for no-brain-all-keys-smash-pray-for-rng players.
Lodrig wrote: » Neurath wrote: » Input rng changes the fundamental iteration of an outcome based on predetermined parameters. It can be environment or it can be inherent. You've described the output rng system when you went to dice roll after the input calculations. There are reasons you can skip the output rng and just have input rng. You can affect input rng with a build but output rng is a constant randomness which cannot be accounted for. It literally takes player agency away. Yes, you have FATALLY misunderstood the input/output randomness distinction. Please go watch the video, repeatedly if necessary. Input Randomness is random RESULTS that are presented to the player prior to choices, like the random map generation in a rogue-like. Output randomness is the random success of player actions after the choice to act has been made. It does not matter if a player is told what their probability of success is, or if their ability to make character build/gear choices will alter that probability. Nearly every RPG ever made has done both those things (I need to roll a 17 or higher to hit because of my +3 sword) and AoC seems no different, but that is still definitionally output randomness.