RANDOM NUMBER GENERATION: THE DEATH OF THE CRITICAL HIT
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I like the way Final Fantasy X handled miss chance, at least when it comes to characters attacking monsters. You could miss, but only if you did something wrong like having Auron attack an evasive enemy. I also like how the Fire Emblem series handles accuracy and evasion. Again, you can miss, but the player has the ability to choose targets that the characters can hit and manipulate enemies into attacking targets they have a slim to no chance of hitting.
This is how I want the RNG to work, the player can manipulate the randomness to work to his favor. Randomness that's just there and cannot be manipulated is IMO useless and just an annoyance. The exception I can think of is if randomness doesn't doesn't determine how hard a battle will be, but in what way the battle will be hard.
Unfortunately, mischance and critical hit chance is handled quite horrible by the RPG Makers by default. What I want to change the to-hit algorithm to tends to be one of the first concerns I have.
This is how I want the RNG to work, the player can manipulate the randomness to work to his favor. Randomness that's just there and cannot be manipulated is IMO useless and just an annoyance. The exception I can think of is if randomness doesn't doesn't determine how hard a battle will be, but in what way the battle will be hard.
Unfortunately, mischance and critical hit chance is handled quite horrible by the RPG Makers by default. What I want to change the to-hit algorithm to tends to be one of the first concerns I have.
author=Craze
I made a topic about this once. I think this is a good use of the Luck stat - actual luck. In general, people thought that this was stupid and cheating and bad design and stupid and bad and stuff. Did not go over well.
Earthbound's GUTS stat did essentially the same thing, to amazing effect.
To those who haven't played, Guts would increase the chance of SMASH hits (criticals) but also would give you a chance when hit by a fatal attack to hang on with 1 HP left. It was such a cool mechanic - when it happened, you always felt amazingly relieved.
author=Feldschlacht IV
Critical are awesome because it's the equivalent to finding a hundred dollar bill in between your couch.
Everything doesn't have to be measured exactly. Variety, luck, and unexpected outcomes is the spice of life. What are you, a robot? Why does luck and skill have to be mutually exclusive?
This.
While skill should definitely have more of a precedence in games, adding an element of luck is what keeps the game fresh and exciting.
Let's think beyond video games, here. What about board games like Sorry, Monopoly, or Uno Attack? The reason why these games are popular is because they have an element of luck in them, as well as a way to accommodate skillful players.
author=Ratty524
While skill should definitely have more of a precedence in games, adding an element of luck is what keeps the game fresh and exciting.
For me, luck rarely has that effect. Usually when I'm lucky, it's at best a convenience and not so seldom even useless. For example, a character may succeed a 3% dodge when a multitarget heal is already scheduled because other characters have been hurt. Or I order three characters to attack the highest priority enemy and the second character scores a critical hit. Now the third character is free to hurt another enemy, only he targets one that has a low priority.
Unless I run into a boss under-prepared, I will win if I have an average luck. If I do run into a boss under-prepared, my solution is to prepare better and not to hope for better luck. So, usually when I'm lucky it means I win a battle I would have won anyway. However, being unlucky is far more likely to mean I lose a battle I otherwise would have won. The most blatant example I can think of is getting ambushed and having my party wiped without my characters getting even a single turn.
Due to RPGs being set up so that the player is expected to win and the monsters are expected to lose, randomness hinders the player far more than it helps. Even if I were to play a hard RPG where I'm likely to lose a boss battle, being lucky rarely compensated for being unlucky. For example, if at one round the boss misses with his attack and I score two criticals, it will not help me survive when I three turns later get unlucky. I pretty much has to be lucky right after first being unlucky for the luck to really help. In Monopoly, the element of luck is just as likely to help me as it is to hinder me, but not so much in video games.
There are a few games I've played that I actually won a boss fight under-prepared merely out of luck
example: Final Fantasy 10
During the boss fight with seymour on gagazet
I won even though I was horribly equipped and I had messed up Kimahri(and no pheonix downs)
I won by luck with only 2 of my characters Tidus and Yuna Seymour would miss alot and when he didn't
I had an aeon out being used as a meatshield and doing ok damage(well, at least for the 1 or 2 turns it gets before seymour banishes my aeon)I can't remember how I survived his ultra kill all move though
So,I guess luck has some type of use
example: Final Fantasy 10
During the boss fight with seymour on gagazet
I won even though I was horribly equipped and I had messed up Kimahri(and no pheonix downs)
I won by luck with only 2 of my characters Tidus and Yuna Seymour would miss alot and when he didn't
I had an aeon out being used as a meatshield and doing ok damage(well, at least for the 1 or 2 turns it gets before seymour banishes my aeon)I can't remember how I survived his ultra kill all move though
So,I guess luck has some type of use
author=Feldschlacht IV
Sounds like you have some shitty luck, brah.
I don't think so and I did explain why I think chance is more likely to screw me over than to help me.
An easier explanation is perhaps if you compete against an inferior opponent. You are expected to win, so if you're lucky it won't change the outcome to your favor. However, if your opponent is lucky he may win a contest he'd otherwise lose. As a rule, the more randomness that's involved, the bigger the chance that the inferior player will win.
RPGs have you fight against inferior opponents, so randomness is more likely to work against you.
That said, my playstyle may be at fault here. I tend to, barring grinding, choose the safest strategy which while decreasing the chance of me being unlucky, also decreases the chance of me being lucky. Still, safest means safest.
author=Ratty524
Let's think beyond video games, here. What about board games like Sorry, Monopoly, or Uno Attack? The reason why these games are popular is because they have an element of luck in them, as well as a way to accommodate skillful players.
Or Chutes and Ladders...
I don't know, I've seen and created game design concepts that rely on individually probabilistic and deterministic methods and I think their is a valid course either way. Turn-based RPGs, by their very nature, are games about statistics. Whether or not a critical is achieved by a x % chance or by the enemy being put to sleep by a status spell has no inherent meaning, and both require a variable to be set to achieve the effect: the character either must have a sufficient critical chance to activate it consistently, or the sleep spell must have been learned and the character that can use it must be present - this is all assuming that the enemy you are fighting against can be afflicted with sleep and whether or not the enemy has countermeasures against it, which they probably will, because deterministic systems need to add in new variables all the time to challenge the player with.
I have other thoughts on such things, but those can wait.
Odd that you list games that only require reflexes.
Also, Civilization is a turn-based strategy with numerous randomized elements.
And also, IWBTG is a game that is far more about persistence than any kind of skill.
My real point, though: Chess is a board game that requires human input and no reflexes, and has zero random elements. But if you look at famous matches (all made up of statistics most people do not understand), the players with higher rankings, if even only by a few points, win a vast majority of the time. Few would argue against Chess being one of the most brilliantly well-balanced and competitive games of all time.
I'm not sure what's stopping random RPG x from doing that. (if someone mentions pokemon they need to die in a fire)
I have other thoughts on such things, but those can wait.
If asked which game genres require the most strategy, practice, and skill, I'd reply:
1. Fighters (Smash Bros Brawl, Street Fighter, etc)
2. Real Time Strategy (StarCraft, Civ, etc)
3. Platformers (IWBTG, Super Meat Boy, Castlevania)
4. First Person Shooters (Counter Strike, etc)
Odd that you list games that only require reflexes.
Also, Civilization is a turn-based strategy with numerous randomized elements.
And also, IWBTG is a game that is far more about persistence than any kind of skill.
My real point, though: Chess is a board game that requires human input and no reflexes, and has zero random elements. But if you look at famous matches (all made up of statistics most people do not understand), the players with higher rankings, if even only by a few points, win a vast majority of the time. Few would argue against Chess being one of the most brilliantly well-balanced and competitive games of all time.
I'm not sure what's stopping random RPG x from doing that. (if someone mentions pokemon they need to die in a fire)
why would anyone mention pokemon gamefreak has trash for balance
real answer pending
real answer pending
Odd that you list games that only require reflexes.
I would not say these require only reflexes at all (or even as a vast majority) - actually that's a common misconception and excuse. I'll use 2 examples:
1. Counter Strike - While reflex can definitely matter, if you watch a lot of matches, often who wins is the one that predicts where best to ambush the other person. I've often beaten or been beaten because someone knew I was coming or hid well around a blind corner and I foolishly rushed in. Reflex can matter in a fair fight or when you're surprised, but placement, planning, and psychology (where will people rush, knowing how to make them nervous or feel secure so they start making mistakes) are extremely important and can trump reflexes.
2. StarCraft - While speed helps the early stage and managing armies later, you still need to understand how to counter your opponent and you need to constantly be gathering intel on them and strike at their weak points. New, poorly defended expansions can be attacked to open holes in defenses for more important areas AND to cause them damage. If they have little to no air defense, attack from the air. If they're using masses of enemies, use area damage hitters like tanks and reavers. The entire genre is usually based on good gathering of information and using and applying a smart counter to it.
I like your notes about Chess though.
I'd also like to chip in that fighting games are probably one of the most psychological and skill dependent genres out there; one of the first things a tournament/Evo vet will tell you that half the battle of winning a match is literally trying to out mindgame your opponent, and understanding the the 'human element' of winning matches; there are so many variables to a fighting game match, that any sort of randomness to the equation would probably be pretty overboard; players already have enough on their hands in trying to edge out the advantage with things like what character they picked, what character the opponent is using (every possible combination of characters in any given match requires a different strategy for both players), how much Super meter one or both players has (if applies), how much life they have left, tiers, move priority, the temperament of the players, playstyle, so on and so forth.
It's immensely complicated, and 'just' having good reflexes without a concise understanding of the game and what's going on in the match is a good way to lose when you really get into competition, and this isn't even counting high level with play; everything I said even applies to shooting the shit with friends! It's no exaggeration to say how crazy and cerebral a fighting game can get; randomness has no place there.
It's immensely complicated, and 'just' having good reflexes without a concise understanding of the game and what's going on in the match is a good way to lose when you really get into competition, and this isn't even counting high level with play; everything I said even applies to shooting the shit with friends! It's no exaggeration to say how crazy and cerebral a fighting game can get; randomness has no place there.
author=Karsuman
My real point, though: Chess is a board game that requires human input and no reflexes, and has zero random elements. But if you look at famous matches (all made up of statistics most people do not understand), the players with higher rankings, if even only by a few points, win a vast majority of the time. Few would argue against Chess being one of the most brilliantly well-balanced and competitive games of all time.
Chess is 300% RNG: Roll 'dem dice and see if you get born with a brain the size of a monster truck. If not, stick to Monopoly.
To clarify/amend my statement: I actually meant reflexes and 'potentally in addition to' (strategy, whatever) rather than 'instead of'. I was in the top 25 rankings of Unreal Tournament way back when it was really popular and I am more than aware people do not get good kill/death ratios by being total idiots with good reflexes.
And yes I have heard your boner-induced rants about fighting games before mog. Chill. =)
smart people are not just arbitrarily good at chess. try again.
And yes I have heard your boner-induced rants about fighting games before mog. Chill. =)
Chess is 300% RNG: Roll 'dem dice and see if you get born with a brain the size of a monster truck. If not, stick to Monopoly.
smart people are not just arbitrarily good at chess. try again.
And yes I have heard your boner-induced rants about fighting games before mog. Chill. =)
Oh, I meant no harm, man! Fighting games is just one of those passions I love to share with those around me; I didn't mean to give you an earbeating.
But yeah, I totally dig what you mean.
If you want a truly great example of RNG taken too far, try the latest Lunar remake for the PSP.
Every round your turn order is pretty much random - everything else about the combat was great, very much like the PS version with really nice updated graphics.
Every round your turn order is pretty much random - everything else about the combat was great, very much like the PS version with really nice updated graphics.
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=Karsuman
My real point, though: Chess is a board game that requires human input and no reflexes, and has zero random elements. But if you look at famous matches (all made up of statistics most people do not understand), the players with higher rankings, if even only by a few points, win a vast majority of the time. Few would argue against Chess being one of the most brilliantly well-balanced and competitive games of all time.
I'm not sure what's stopping random RPG x from doing that. (if someone mentions pokemon they need to die in a fire)
"Players with higher rankings win a vast majority of the time"? What does that mean? Chess doesn't have XP or levels. The only rankings in chess are your win/loss statistics. Basically you're just saying "the people who have won more often tend to win more often." Well, duh.
Anyway, chess is a PVP game. In PVP, the game has to be perfectly balanced. In a single-player game, that doesn't have to be true. The rate at which the player is supposed to win needs to be balanced against your game's intended difficulty, against how often the player has access to save points, and possbily against other factors as well. If every single battle in Final Fantasy Tactics feels like an even match, then ok, no problem - I can save after each battle. It can even be harder than that, and I'll still enjoy attempting each battle 3-5 times before winning. But if every single battle in Final Fantasy 7 feels like an even match, then whoa holy shit suddenly I have less than a 0.1% chance to make it from one save point to the next without a game over.
The computer doesn't need to have a fair chance of winning, because it doesn't matter if the computer has fun or not. It's the player we care about.
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 think he meant to imply that those were in order from most to least strategy...
I think most people will agree, even if perhaps begrudgingly, that strategy games tend to involve more strategy than non-strategy games. At the very least, they're supposed to involve more.
I think most people will agree, even if perhaps begrudgingly, that strategy games tend to involve more strategy than non-strategy games. At the very least, they're supposed to involve more.





















