Lodrig wrote: » I read your link, it was just a short summary of the video posted earlier, a summary completely supporting my position btw. Note that I've been aware of the distinction between input and output randomness for years and I can vouch for the video's accuracy. I can find as many references as you can watch.https://www.youtube.com/watch?v=qXn3tGBztVchttps://www.gamedeveloper.com/design/randomness-and-game-designhttps://arxiv.org/abs/2107.08437
Lodrig wrote: » I give up, you are too stubborn and arrogant to receive correction despite my repeated good faith attempts to explain and point you towards educational materials. Both those D6 rolls your describing are definitionally output randomness, the only difference is one is a binary result (hit/miss) and the other is a spectrum, no one has ever differentiated randomness on that basis, so you have a completely made-up definition in your head and a refusal to let go of it. You should seriously refrain from posting on this forum with such an attitude as you're a net negative. contribution to any discussion when you throw around terminology incorrectly.
Noaani wrote: » I've never heard the term used the way he used it, but that didn't prevent me understanding the point he was getting across.
Lodrig wrote: » Noaani wrote: » I've never heard the term used the way he used it, but that didn't prevent me understanding the point he was getting across. Can you explain it then because it really is unclear to me. If he thinks D&D type mechanics are ok then I don't see what he wants removed from the game, because that's what the game looks to be using.
Neurath wrote: » Lodrig wrote: » Noaani wrote: » I've never heard the term used the way he used it, but that didn't prevent me understanding the point he was getting across. Can you explain it then because it really is unclear to me. If he thinks D&D type mechanics are ok then I don't see what he wants removed from the game, because that's what the game looks to be using. I don't want anything removed. I want a stat to have a counter stat, a move to have a counter move and not to have an output rng system based on random dice rolls. You should be able to get a tradeoff between effective stats and diminished stats. Thus, you can build to counter a build or build and know your weaknesses. It's inherent to mmo gameplay in general and I would hope its in Ashes too.
Noaani wrote: » 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. To be clear, based on your description of input RNG vs output RNG (not a definition I've heard before), I actually do agree that output RNG is bad. I've always been of the opinion that any action in combat should have it's outcome determined equally by both parties. This is what I've talked about on these forums previously as opposed RNG. Any time RNG is involved, it should be my appropriate stat vs your appropriate stat, with an RNG roll. Basically, both involved parties should have the ability to influence the outcome of RNG via gear and buffs as appropriate. The above post was simply clearing up what Intrepid have said on RNG, and making sure people know it will be (by necessity) a part of combat.
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.
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: » Would rather have input rng like lol. It needs to be on the fly, unpredictable and conquered by skill. I do not want money wasted on novelties when serious systems would generate more players.