- Joined
- Mar 14, 2014
- Messages
- 1,688
- Reaction score
- 784
- First Language
- English
There are such things as degrees of randomness. I imagine a Tactical combat system is far more sensitive to randomness but I'm not talking about games like that at the moment.I think you're failing to get the gist of my argument.
The fact of the matter, is that I retried several times, using save/load states, as I said several times now, taking into account various factors that might change the hit rate.
At the end of the day, there are only two possibilities :
1.) The random distributor, or variable range of any given action equation, of the game is extremely over-sensitive. Bad game-design.
2.) The box that gives the player the information of hit-rate prior to action doesn't reflect the actual hit-rate. Bad game design.
You're not getting around that. You might think that's okay, and that it's fun to play with a game that might kick you in the balls unexpectedly. I don't. I consider that flawed game design. If I wanted that, I'd be playing Yahtzee, not Playstation.
In most RPGs I've played (never a tactical combat based one), I can perform an attack with certain equipment/levels/etc and be assured it will do roughly the same amount of damage each time, against the same opponent. There is some randomness, but it never rises to the degree where I can't depend on most abilities. I tend not to select the abilities that have high odds of failure.
The games I've seen never explicitly say "This skill has a high rate of failure," either. I learn that by trying the ability against certain opponents and seeing what happens.
Now, I agree if I were to play an RPG where the results were SO random that I couldn't depend on anything, I wouldn't bother playing it.
To carry through the football analogy:
I don't expect football to be played on a completely regular grass field, insulated from all weather and air temperature/speed/pressure variables. The playing field definitely has a degree of randomness, and it's expected the players and coaches must compensate for them (on very windy plays, they probably do less passing). This is part of the game.
However, if the randomness were so high that a normal pass might cause the ball to bounce off 3 players heads and end up in the endzone, scoring points for a side, that would be silly. The randomness would be so high the game would solely be based on luck.
RPGers like to have some measure of control, but I think we accept there is some degree of randomness. I imagine real life combat is the closest thing to raw chaos anyone is going to see. Computer-based representations of it must have some degree of uncertainty to represent this.
If I wanted to play something with no randomness, I'd break out the chess board, not play a computer-based RPG.
Last edited by a moderator:




