RANDOM NUMBER GENERATION: THE DEATH OF THE CRITICAL HIT
Posts
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
But... but that's just a perfect example. The fact that Freecell does that to you sometimes always made me just never play it. That problem makes the game absolutely unplayable to me. If it had randomly been unwinnable twice as often, I'd still have never played it. If it had randomly been unwinnable half as often, I'd still have never played it. The rate makes no difference. It's still unplayable.
If it happened less often, then I'll grant that obviously I would have played the game for longer before the first time I encountered the bug. But I still would have encountered it eventually. And at that point, I would stop playing.
If it happened less often, then I'll grant that obviously I would have played the game for longer before the first time I encountered the bug. But I still would have encountered it eventually. And at that point, I would stop playing.
That's ridiculous.
It's like quitting because "I am way too underleveled to fight this boss and cannot statistically beat it," or "This boss is unwinnable for story reasons," or "This combination of characters I am using cannot beat this boss."
Sometimes there are just variables that make a situation impossible. Any game that provides even the slightest bit of randomization provides this possibility. I am absolutely certain there is a game you like that provides such a possibility.
It's like quitting because "I am way too underleveled to fight this boss and cannot statistically beat it," or "This boss is unwinnable for story reasons," or "This combination of characters I am using cannot beat this boss."
Sometimes there are just variables that make a situation impossible. Any game that provides even the slightest bit of randomization provides this possibility. I am absolutely certain there is a game you like that provides such a possibility.
Alright, randomly losing is one thing, but complaining about a 0.003% chance of losing is just ridiculous. You've got a greater chance of suddenly getting sick and vomiting all over your keyboard or something than for that one game to pop up out of 32000. You could just, you know, reroll a different game.
There's a really nice and sizable chance of you losing any game because statistically speaking, the first time you play a game you might not have a feel for it. You'll die for very deterministic reasons but it will still be modeled by chance since you can't actually tell the future. But you're much more likely to lose due to not being skilled enough until you figure out how to play and/or level up some more vs. some flaw of the game itself.
So what's the problem really? I don't understand what your big problem with a little lighting bolt from above every once in twelve blue moons is.
That's like complaining about the game of Horseshoes because there can be a chance that a Peregrine Falcon will swoop down from nowhere and crash into the shoe- hey it can happen and there's a chance of it happening. The game must suck because of that.
There's a really nice and sizable chance of you losing any game because statistically speaking, the first time you play a game you might not have a feel for it. You'll die for very deterministic reasons but it will still be modeled by chance since you can't actually tell the future. But you're much more likely to lose due to not being skilled enough until you figure out how to play and/or level up some more vs. some flaw of the game itself.
So what's the problem really? I don't understand what your big problem with a little lighting bolt from above every once in twelve blue moons is.
That's like complaining about the game of Horseshoes because there can be a chance that a Peregrine Falcon will swoop down from nowhere and crash into the shoe- hey it can happen and there's a chance of it happening. The game must suck because of that.
author=LockeZ
But... but that's just a perfect example. The fact that Freecell does that to you sometimes always made me just never play it. That problem makes the game absolutely unplayable to me. If it had randomly been unwinnable twice as often, I'd still have never played it. If it had randomly been unwinnable half as often, I'd still have never played it. The rate makes no difference. It's still unplayable.
If it happened less often, then I'll grant that obviously I would have played the game for longer before the first time I encountered the bug. But I still would have encountered it eventually. And at that point, I would stop playing.
Yeah this is just whining. I bet you just sucked at freecell and THOUGHT most of the scenarios were unbeatable.
So when I read "Peregrine Falcon" I mentally pictured "giant blue phoenix".
I should probably learn my biology.
I should probably learn my biology.
I'm pretty sure almost all non-hybrid- rpgs have random numbers. I have yet to play an rpg thatwhen you attack, does the same amount of damage each time.
Uh, eww, no? Miss is miss.
author=ashriot
That just sounds like terrible game design in my opinion.
I feel like one of the most rewarding parts of an RPG's battles is you using good strategy. Missing simply throws a wrench in your plans, though I know that's the point. The idea is to mix up the combat just a little. Missing isn't always bad, but I feel like a game can be easily balanced around not missing. Though take a game like Final Fantasy Tactics where missing was a crucial element to the battles. You had to plan your strategy around it. Something like that would work for missing.
Another thought about missing: You could make it so that a 'miss' caused partial damage instead. Like a reverse critical; you could land a 'glancing blow' which would do half damage instead 0.
Uh, eww, no? Miss is miss.
author=WolfCoder
I'd love to see an RPG video game with critical failures. Oh you did more than just miss, hahahaha!
Fallout, and Fallout 2 even more so. During the prize fight with the Mike Tyson analogue I caught a break when he failed critically and knocked himself down. Unfortunately, I suffered a critical failure at the end of my next turn as well. Great scene - One boxer misses and falls on the mat. The other guy kicks him a few times before slipping and knocking himself unconscious.
Yeah, nothing like an enemy walking up to you with a combat shotgun when you've only got 11 health left and then critically missing, dropping it right in front of you. YOINK.
Fallout/Fallout 2's luck system was lovingly crafted with a huge number of variables involved. An 80% chance to hit was actually an 80% chance to hit. And if you were smart (pumping up small arms, positioning yourself correctly, having the right guns equipped) you could ensure your luck was better. I've never played through Fallout 2 with more than 6 luck, and I've never felt like the game was taking a shit on me.
In some games, an 80% chance to hit is actually much, much lower (Europa Universalis 2 comes to mind for this. I've had runs where at 75% chance something has failed 10+ times in a row, succeeded, then failed another 10+ in a row. I'm not very good at math, but the odds of that seem to be astronomically thin. I regularly get 10+ failures on 60% chance actions). In these cases, I wonder who decided that "8/10" could return such horrible results so consistently.
Fallout/Fallout 2's luck system was lovingly crafted with a huge number of variables involved. An 80% chance to hit was actually an 80% chance to hit. And if you were smart (pumping up small arms, positioning yourself correctly, having the right guns equipped) you could ensure your luck was better. I've never played through Fallout 2 with more than 6 luck, and I've never felt like the game was taking a shit on me.
In some games, an 80% chance to hit is actually much, much lower (Europa Universalis 2 comes to mind for this. I've had runs where at 75% chance something has failed 10+ times in a row, succeeded, then failed another 10+ in a row. I'm not very good at math, but the odds of that seem to be astronomically thin. I regularly get 10+ failures on 60% chance actions). In these cases, I wonder who decided that "8/10" could return such horrible results so consistently.
Actually Kaempfer, real random numbers are different from numbers you perceive are random. This is actually a common effect when you compare numbers you told someone to randomly write down vs. actually rolling dice. Unless you do statistical tests to show that something returns some % of the time with a very low degree of error, it could really just be luck/unluck.
When writing random numbers, humans are much less likely to write three consecutive numbers in a row than a single die would actually roll.
When writing random numbers, humans are much less likely to write three consecutive numbers in a row than a single die would actually roll.
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=WolfCoder
When writing random numbers, humans are much less likely to write three consecutive numbers in a row than a single die would actually roll.
This is why music players make their "shuffle" algorithms not actually be true random. When they just pick random songs, sometimes you get the same song twice in a row, and people hate that.
Actually, now that I think of it... the same technique could very easily be applied to critical hits and misses.
Let's say your game has a 1/20 chance to crit, 1/20 chance to miss, and 18/20 chance to hit. So you take a set of 20 values, consisting of one crit, one miss, and eighteen hits, and you shuffle them into a random order. Then the next 20 times the player uses an ability, you use those values in the pre-determined order. When you get through all 20, you shuffle them again and start over.
You probably want one set for the party and one set for enemies. Reset them both at the start of each battle.
Now suddenly your game still has the same chance to crit and chance to miss as before, but it's guaranteed not to do either one more than once in a row. The distribution is much tighter. This lets you keep the element of random chance in your game, but removes the extreme cases where the game is won or lost purely by random chance with no correlation to the player's skill.
That is an awful control mechanism. It is both arbitrary and not systematic. It is also super limited. Their might as well not be a critical or miss mechanic if you only ever have a 5% chance to do either. It makes 'luck' into 'fate', and lateral into linear.
Additionally, it does little to help the 'player's skill' (e.g. assuming we are talking about statistics analysis/combat choices) issue at all - in fact it makes it worse because it removes choice mechanics (MORE CRITICAL, MORE HIT or MORE DAMAGE? HMMM) and turns it into a loaded game die.
Additionally, it does little to help the 'player's skill' (e.g. assuming we are talking about statistics analysis/combat choices) issue at all - in fact it makes it worse because it removes choice mechanics (MORE CRITICAL, MORE HIT or MORE DAMAGE? HMMM) and turns it into a loaded game die.
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
Well if you have a 33% chance to crit you'd still have a 33% chance to crit under my idea. You just wouldn't crit 20 times in a row. Or dodge 20 times in a row.
But, far more importantly, neither would the enemy.
If you want to only apply this to parts of the RNG that favor the enemy, then okay. But realize that even with a 33% chance to crit, if you just use straight RNG, you can still theoretically never crit for the entire game.
Edit: Karsuman: Nothing you just said is specific to my idea at all, it's all still just bitching about randomness in general. Which is fine, but don't take it out on my idea to put a ceiling on randomness. Take it out on randomness. I was just using a d20 as an example of how to implement the "shuffle" RNG mechanic, I wasn't saying anything about whether d20 is a good system.
But, far more importantly, neither would the enemy.
If you want to only apply this to parts of the RNG that favor the enemy, then okay. But realize that even with a 33% chance to crit, if you just use straight RNG, you can still theoretically never crit for the entire game.
Edit: Karsuman: Nothing you just said is specific to my idea at all, it's all still just bitching about randomness in general. Which is fine, but don't take it out on my idea to put a ceiling on randomness. Take it out on randomness. I was just using a d20 as an example of how to implement the "shuffle" RNG mechanic, I wasn't saying anything about whether d20 is a good system.
author=LockeZCard games also do this. By removing cards from a deck they're also removed from the otherwise random draw. Many games also have a "reshuffle" card to mix things up again. Thus making sure all possible numbers can come up randomly while also making it so that the "snake eyes five times in a row?" doesn't happen.
Let's say your game has a 1/20 chance to crit, 1/20 chance to miss, and 18/20 chance to hit. So you take a set of 20 values, consisting of one crit, one miss, and eighteen hits, and you shuffle them into a random order. Then the next 20 times the player uses an ability, you use those values in the pre-determined order. When you get through all 20, you shuffle them again and start over.
author=LockeZ
Edit: Karsuman: Nothing you just said is specific to my idea at all, it's all still just bitching about randomness in general. Which is fine, but don't take it out on my idea to put a ceiling on randomness. Take it out on randomness.
It has everything to do with your post. Your post is about introducing a control mechanism that makes an entire mechanic (chance-based rolls: crit/miss/dodge) pretty much meaningless. It also gives the player oddly abusive information: If you crit with your first action, you know that you will not get another crit for 19 more attacks and are at risk for missing with one of those shots. It is pre-ordained; it is also really stupid.
Shinan: games like Magic: The Gathering or even generic cards games require interfacing with your opponent - e.g., Counterspell whacks my Fireball. They have one less Counterspell and I have one less Fireball. But their is a ton more psychology then that; if they have three more Counterspells what are their priorities and what are they going to use it against? How many cards do they have in their hand? Do I have cards that allow me to see their hand? Sure, their is bad luck, but in the long term - that is, games against many players - if you play well, you will win more. Much more.
The traditional RPG mechanic that Lockez suggests fails because it subtracts from making relevant decisions rather than add. If you know a skill has a low hit rate and an enemy has a high dodge rate, it might be wise to not use that ability, but it also might be worth the risk if the enemy is a sufficient threat. What Lockez suggests kills the personality of battles and allows the player to forecast decisions based on a fundamentally meaningless occurence that happens for the hell of it. A degree of luck is a part of what makes games exciting and killing it to replace it with something this lame is pointless. Might as well remove it in its entirety and start from there.
On the other hand if you don't KNOW that is what happens it will seem a both fair and random. Many games use a predetermined random seed. Usually so that when you save-reload trying to get a new result the exact same result will instead happen. In that seed these numbers may or may not be present. Your luck is pre-determined. But the player doesn't know this.
It's a fact that many games use this kind of evening out mechanic to get rid of the worst unlucky streaks.
Many wargames use the card-drawing as numbers mechanic to make sure that certain numbers only come up a certain amount of times during a game. Some games even make sure to give each player an identical deck so that one player won't draw more of a certain number than the other. They often also combine this with having the cards also be usable as regular cards so you might draw the +10 card onto your hand instead of during the "random number" phase.
Personally when I first encountered this kind of random number draw I was a bit perplexed but I guess it was designed to fight the "five snake eyes in a row". It might also be that wargame designers just don't like cards. I don't know :)
It's a fact that many games use this kind of evening out mechanic to get rid of the worst unlucky streaks.
Many wargames use the card-drawing as numbers mechanic to make sure that certain numbers only come up a certain amount of times during a game. Some games even make sure to give each player an identical deck so that one player won't draw more of a certain number than the other. They often also combine this with having the cards also be usable as regular cards so you might draw the +10 card onto your hand instead of during the "random number" phase.
Personally when I first encountered this kind of random number draw I was a bit perplexed but I guess it was designed to fight the "five snake eyes in a row". It might also be that wargame designers just don't like cards. I don't know :)
Hiding information from the player is silly. =)
Additionally, I give this more of a pass with extremely complex systems myself (MtG, wargames) due to the added layers of psychological/mechanical complexity. Their are tons of decisions you can make with one card/piece well beyond the initial step.
All we are talking about here is a very simple mechanic of chance-based rolls that alter the inevitable result directly. Most video game rpgs don't do anything other than 'x3 damage' with criticals.
Additionally, I give this more of a pass with extremely complex systems myself (MtG, wargames) due to the added layers of psychological/mechanical complexity. Their are tons of decisions you can make with one card/piece well beyond the initial step.
All we are talking about here is a very simple mechanic of chance-based rolls that alter the inevitable result directly. Most video game rpgs don't do anything other than 'x3 damage' with criticals.
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 I've ever seen a game that tells the player the math behind how its random number generator is seeded.
Though I know of a few games (like FF6) where people figured it out after a decade or so, and abuse it to make sure their instant death spells hit 100% of the time.
Though I know of a few games (like FF6) where people figured it out after a decade or so, and abuse it to make sure their instant death spells hit 100% of the time.
author=Karsuman
Hiding information from the player is silly. =)
Unless it is story-related.
Back to the topic, I highly value the existence of crits/misses because I then I often have a chance to win, making the outcome of the battle insecure. Fully non-random games (though exceptions such as chess exist) is for paranoid freaks.






















