JamesSunderland wrote: » You simple don't consider "Adapting to the possibilities/outcomes of RNG" or "Playing around the hand you are dealt with" a skill, without recognizing that your concept of skill is just limited.
NiKr wrote: » Ok, great. This is all semantics that we should not give a shit about at this current moment. Do you agree with Neura's point or do you want literally any and all points of rng in combat gone?
Korela wrote: » JamesSunderland wrote: » You simple don't consider "Adapting to the possibilities/outcomes of RNG" or "Playing around the hand you are dealt with" a skill, without recognizing that your concept of skill is just limited. It is a skill. To some extent. Very limited. For me it is less interesting and way less valuable. I like to play vs other player's clear actions without any unnecessary additions. I don't like to play vs bunch of random() returns. RNG devalues player actions. RNG forces player to act statistically: "Idc if I lost now. I can bother that dude 10 more times by clicking my RNG debuff buttons and pray for crits and eventually win anyway haha". I think it is just a disgusting combat design. That player should be annihilated 10/10 and forced to teamup with friends / git gud by remebering CDs and manage resources more effectively / get better gear / find less contested place / etc.
Lodrig wrote: » But what he actually wants is not clear because he has seems to be railing against something that RPG games have never actually had, some kind of 'no cause' randomness which has no from any stat.
Neurath wrote: » The results of input rng aren't so random. You should know that if you have a higher stat than another then you will be much more successful if you've ever faced an Evasion Build and you couldn't touch them at first. In fact, the debate rages on because Evasion Builds want the randomness of RNG whilst those who oppose them want the certainty of build mechanics. Input RNG can literally make an evasion build obsolete, and Output RNG can make an Accuracy build obsolete. The literal dichotomy of accuracy verses evasion is input rng at it finest. Output RNG is not related to accuracy or evasion, its literally just an extra calculation which determines whether an attack is successful or not. I explained you have some games with 100% accuracy but you still miss due to Output RNG. You seem to either not read my input or you have random output. The input RNG has already determined the effectiveness of the attack yet output rng does the same thing again with a randomised outcome.
Noaani wrote: » I see, you atleast recognizes it as a skill, even tho you do have little regard for it and see it as an obstruction... RNG values players adaptability skills, RNG forces player to act with an extra layer of possibility to deal with in mind, and as such it works on top of all other skills as an additional layer of skill.
Korela wrote: » Isn't it more fair to give players full control of their action results rather then just add tons of RNG layers?
Noaani wrote: » Korela wrote: » Isn't it more fair to give players full control of their action results rather then just add tons of RNG layers? In a game that is just supposed to be player vs player, sure. However, an RPG is supposed to be character vs character. Again, this is the point of an MMORPG as opposed to a lobby game. You are supposed to build your character in an RPG. That is why the world is persistent.
Neurath wrote: » You can have input rng in an action mmo. You described better why bdo's input rng in combat is good. The debate is about output rng and more specifically rng miss. I wanted bdo combat considered as ghe model for the hybrid system because of the way it feels. Not so much the branch of rng. On a side note, bdo also has too much output Rng on enhancements and the whole social side of the game so thank you for not advocating for that.
Neurath wrote: » Yeah there will be output rng for over enchant. We'll leave it at that
Neurath wrote: » I can't be more explicit in input and output rng. Input rng is not random, it is by preset dynamics and predetermined variables. Hell, input rng can even have modifiers, multipliers, subtractions and additions. Output rng is just a dice roll with a chance to fail. I've played enough Warhammer and DnD to know I am correct. Furthermore, this article https://www.google.com/amp/s/www.polygon.com/platform/amp/2020/1/16/21067906/random-number-generator-rng-probability-xcom-spelunky-input-output Explains that the references were specific games. I'm talking about the actual fundamentals of mmos and the core principles between the functions of input and output rng. I even said before input rng can be environment or inherent.