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IS RNG GOOD OR BAD?

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It's not a Role-Playing Game without the random numbers. I think I commented on this a while back: the whole point of the Role-Playing Game was to corral randomness through role-play.

For example, let's say I start out with an average character, and then make a choice (role-play) that I want to increase that character's strength. This choice to increase strength also becomes a choice to NOT choose something like increasing agility. So, this choice might come back to bite me later, if I don't play to that choice I made of strength. Paraphrasing what LockeZ said about FireEmblem, the skill in role-play is in putting the character in a place where random numbers can't cause serious damage. This should be what a game developer has in mind about random numbers: the ability of the player to avoid their wrath.

It is difficult to design a game where everything is fair in this way. I think balancing a game is one of the most difficult RPG creation tasks, especially since developers are programming a faceless reaction to the player that cannot think on its own or bargain with the player. (For example, in the original role-playing environment, the player could do anything, although it had to fly past the story narrator (the "Dungeon Master" or D.M.) in a creative way, often by passing a "check": rolling a 20-sided die having to do with one of the player's statistics. A gateway guarded, again, by the random number.) It is on the developer's shoulders to overcome the limitations of a non=human, automatic D.M. and code this interaction into the game in a way that is palatable for players.

The history of Japanese games which have taken this concept and created a new, wholly automatic face of role-playing have changed what young people expect when they start a role-playing video game. They are now more focused on completing the game, like athletes or hunters seeking a trophy head, managing the best way to defeat the automated features. I think that when the developer acknowledges and panders to this mindset, it tears the game's role-playing soul right out of its silicon body.
I prefer if RNG is something that I can respond to rather than something that determines how successful my choices are. The most obvious example is the enemy lineup, depending on which enemy group I encounter, I can change my tactics accordingly provided the game actually encourages you to do so. However, if my sleep spell sometimes put four enemies to sleep, sometimes none at all, chance is the only adjustment I do is to not use the sleep spell period.

The RNG should also only be able to cause a loss if you screw up. Taking Final Fantasy X as an example, I'm fine with the idea that you have a 75% chance of missing if you attack a flyer with Auron, but I'm not amused when I get ambushed and screwed over before my characters get even a single command.
Like some people say in the FE fandom: "RNG. Can't play with it, can't play without it." Maybe you CAN manipulate the RNG to your favour with those blasted level ups ( save scumming as it is called ) but it takes a lot of luck and effort. And that doesn't even include the 'hidden growth rates' that determine how well your characters turn out. More RNG abuse... Can make or break your character.
There is a right and a wrong way to do it. Drop rates should be balanced properly, but not so uncommon that they're frustrating. Likewise, the RNG itself should be complex enough to keep RNG abuse to an absolute minimum. Obviously, you don't want criticals running rampant either, and... well, to be honest, much of what's been said in this thread.


The one thing I don't agree with is the removal of randomness in its entirety. Most of what people complain about isn't the RNG, but rather poor implementation of the RNG. However, if done properly, people won't notice it at all.

Basically, if your game has people praying to the RNG Goddess, you're doing something wrong.
AS a player, i've found myself liking and hating it at the same time. On one side, i totally hate the random chance of success or fail in most mmorpg designs (crafting in lineage2, "surprise chest that have 0.00001% of giving something" for example).

On the good side of randomness, take for example the game rogue legacy, with random generated castle dungeons, it keeps the game interesting each time you play it (your playable characters change over choices on a skill tree).
Aye, loot drops should never be that low. The lowest that I honestly think is fair is a 1/32 chance to drop. If you want to make something rarer, just make it craftable and limit resources. Powerful items that would justify such things are meant to be in limited supply anyways, and balancing them as being "stupidly rare drops" just encourages exploitation of the RNG.
PSO is awesome xD

        Ultimate 	10* 	Agito (AUW 199Sinow Zoa 	1/1051

Ultimate 10* Guilty Light Dolmdarl 1/183
Ultimate 10* Maser Beam Recon 1/5120
Ultimate 10* Silence Claw Dolmolm 1/214
Ultimate 10* Yamigarasu Deldepth 1/788
Ultimate 10* Yasminkov 2000H Sinow Zele 1/901
Ultimate 12* Psycho Wand Delbiter 1/131072
Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
author=Link_2112
PSO is awesome xD

        Ultimate 	10* 	Agito (AUW 199Sinow Zoa 	1/1051

Ultimate 10* Guilty Light Dolmdarl 1/183
Ultimate 10* Maser Beam Recon 1/5120
Ultimate 10* Silence Claw Dolmolm 1/214
Ultimate 10* Yamigarasu Deldepth 1/788
Ultimate 10* Yasminkov 2000H Sinow Zele 1/901
Ultimate 12* Psycho Wand Delbiter 1/131072


I can see 1/183 or 1/214 working if you're using those rates in an MMORPG with thousands of players. You don't want everybody having the weapon, but if you have 10,000 players, then you're looking at a few dozen people who will have it prior to manipulating the RNG. And then if you include items that improve the chances of getting a rarer weapon, you're looking at a couple hundred out of that 10,000 having the weapon. In a single-player or co-op RPG, those rates are ridiculous. Especially 1/131072. With that rate, you should be able to send in a screenshot of you getting that weapon and receive some kind of prize and televised interview.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It depends how long it takes to kill the enemies! If you are playing a game where you can kill about two enemies per second, then 1/1000 isn't that bad even if it's single player. That's less than ten minutes.

And other factors! If 74 other extremely similar items can drop from 74 other enemies, and the player only needs one of them, then the drop chance can be many times rarer than if you had to keep farming one enemy. Though probably not 74 times rarer - you've massively improved the chance of incidentally obtaining an item while playing normally, but the amount of effort it takes to farm one is probably about the same (unless several of these enemies appear together).

That 1/131072 chance makes me giggle a little though. MMORPGs in 2000 didn't really know what they were doing, did they?
Well if you want an item to only exist on a server once or twice you have to put 1/131072 drop rates.

In Ragnarok Online there are 0.01% boss drops and those bosses only appear every 2 hours. Yet there are plenty of those items on the server now after 10 years.

I tell you if you find such an item in an MMORPG you feel so extremely good, nothing else gives such a feeling.
slash
APATHY IS FOR COWARDS
4158
If you want to make an item like that, though, I think it'd be way cooler to implement a quest line or some other more fulfilling action that gave you the item that could only be completed by X number of people. Getting a rare item by sheer chance doesn't feel quite as "deserved" as getting one because you worked really hard for it, imo. The winner of the item is still based on player time spent.

That being said, a simple RNG item is waaaay easier to implement, obviously. And, there is always a chance someone will get such a good item randomly and unintentionally, which can feel cool for casual players who might not grind.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=RyaReisender
I tell you if you find such an item in an MMORPG you feel so extremely good, nothing else gives such a feeling.
And yet you didn't do anything to deserve it, and perhaps more importantly, you can't do anything to try to get it.

Modern game design uses better methods to make things rare. Long chains of optional quests, and difficult challenges, and intricate crafting systems, all working in unison. Instead of randomly giving the item to every ten thousandth player, it's a reward for your effort and skill. It just requires way more effort and skill than most other items.

Which isn't to say the RNG is removed. You still have to collect 12 stone tablets which have a 25% drop chance from each of the bosses in a certain dungeon. You still need fifteen thousand fur points, which are obtained randomly after skinning enemies. But the RNG isn't the only factor, and splitting it up into sub-goals means the player can feel like he's making progress towards getting the reward.

That feeling of progress is important. "Kill 100 enemies" and "1/150 chance upon killing an enemy" take the same amount of time on average, but the difference becomes clear when the player spends an hour trying to get the item and doesn't get it. Can they pick it up tomorrow where they left off, or did they waste an hour with nothing to show for it? Diablo 3 at release was pure RNG with no visible progress, and it was miserable trying to earn gear. Diablo 3 six months later when they added stuff like paragon levels was a much more enjoyable game.
The problem is that if you do anything that does NOT depend on chance (or only a little), then everybody can get the item.
Also randomness in MMORPGs is nice because it often helps weaker players.

If you made it so that you get that ultimate weapon if you kill 100000 monsters, then the strongest player will get that weapon first and get even stronger. If it's a 1/100000 chance per kill, then even a new player who just killed the first monster might get it.

In MMORPGs RNG helps to keep things interesting. Yes it's not fair, but that's not the main goal in these games. Luck games are more addictive after all.
slash
APATHY IS FOR COWARDS
4158
Well, you could limit the item in other ways; for example, there was a WoW event that took months that involved building a magic scepter to open a gate. After the first person built the scepter, everyone else only had one day to finish it to get the reward. Thus, the reward was limited to whoever finished it first, usually only one or two per server.

I feel like if you were creative, you could come up with rewards like that, that balanced RNG with other limited but not random events.

MMO design has gotta be so hard though - how do you design a world to make everyone feel unique, when there's over 10,000 players? Should that even be the point?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I don't understand what you mean by "everybody can get the item". Especially since two sentences later you go on to say that only if it's random does everybody have the ability to get the item.

I'm also extremely unsure why you would not want everybody to be able to get the item. You want only 0.001% of your players to be able to have the full amount of fun, and the rest to just be randomly locked out of it because the RNG decided before they ever started that they wouldn't be allowed to win? That doesn't seem like a good model. I understand that the item feels more special if other players don't have it, but other people should at least be able to aspire to obtain it. With pure RNG, they can't do that. They have no way to get the item.

"But they can still farm it!" Then you haven't really achieved your goal of making it equally obtainable to everyone, of making it pure RNG. The people who play the most will be able to get it; it's still a factor of both RNG and time spent. When you get into really pure RNG is the stuff like 1/100000 chance drops from any enemy in the game. Shiny pokemon, world drops in MMOs, ultra-rares in Kingdom of Loathing, finding a specific item in a shop in Nethack or Binding of Isaac, etc. If you're willing to move a step away from that level of ultra-RNG in order to make your rewards be farmable, consider moving a few more steps away from that to make them be more enjoyably farmable.
What about creating a drop rate based on how many monsters of one type you killed, so the more you kill the higher the drop rate gets, but with a set max drop rate? This way its still random, but the player gets better chances the longer he grinds.

@LockeZ
You always have the option of buying it from a player albeit for a hefty amount. So really everyone could get that item without RNG, by farming for 100% drops and selling them.
Rave
Even newspapers have those nowadays.
290
This is my opinion on randomness:

I hate random encounters. I understand that they were created to avoid sprite limit on early home consoles, but never liked those unless there were way to avoid it such as monsters attacking only in very specific areas (think tall grass in Pokemon).
Otherwise randomness is fun. I have nothing against random loot as it IMO enhance game rather than make it worse.
Random dialogs (not plot specific, just chit-chat you get from people you talk to) can even enhance game in such way, that it removes one of most common errors in JRPG games, people saying same stuff forever, that is.

Randomness can also be used to determine things like weather.

Long story short: Randomness in RPG games is almost always good. Unless it is for random encounters - those sucks.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
McBick, I've seen that idea work, with the chance getting gradually more likely over time. I've also seen games where critical hit chances and dodge chances and other aspects of combat RNG work that way. I've actually made my random encounter system work that way in an RM2K3 game.

RNG with a maximum limit before you get the best result for free is something I've always appreciated. It still allows people to be really lucky, but people who are really unlucky have an alternative.

Some examples:
- A drop chance that increases each time it doesn't drop
- An item with a low drop chance, but which can also be purchased for some currency, which you earn by defeating the same enemy that drops the item
- A crafted item, for which enemies can randomly drop multiple ingredients, but always drop at least one
- An extremely rare item that's tradable to other players
- An item with a low drop chance, but there's a very similar item you can get from a non-random source
- Cash microtransactions as an alternate method to obtain rare items (this one is arguably more evil than RNG)
- A repeatable battle or event that has, say, maybe six possible rewards, which drop in a random order, but if you do it six times you're guaranteed to get all of them
- The first time you kill an enemy, it picks a random number between X and Y. After you kill the enemy that many more times, you get the reward.
I also like the concept of multiple tiers of dropped item, if done well. Let's say a monster has a chance of dropping one of the following:

1/ 4: Medical Herb
1/ 8: Healing Salve
1/16: Rat Pelt
1/32: Fork Trident

So he can drop a weak healing item, a decent healing item, a low grade crafting component and a rare crafting component. He'll only drop one, though. The way I see it, it should check for the rarest item slot first, then work its way up. If all four checks fail, you win nothing! If any of them succeed, you get the item that it succeeded on and nothing else from that foe. So you can get the Fork Trident or the Medical Herb in this situation, but not both unless there's multiples of that foe you took down.

Keep in mind this is just an example, and this kind of thing can actually be done quite horribly. See: White Knight Chronicles.
Well in Ragnarok Online for example those really rare items are usually very overpowered. Like one boss 0.01% drop makes you immune to magic. Now PVP in Ragnarok Online if mostly guild vs guild. If only one player of one guild has the item, they have an advantage, but other guilds will know it if they face that guild and can prepare for it and position physical attackers to hunt down the person with the item.
If that item existed more than 2-3 times, magic will become useless and the whole concept would break and make PVP boring.

Not saying it's a good concept, some server even opted to remove that item completely. But in the end it's a concept that sells well.
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