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That's a tough question.Hian - I'm curious, what's your opinion on RNG in games? i.e. hit / evade / crit chance
I can't really speak for other people, and I think how people feel about a games math is kinda hard to
deduce on the fly.
I'd make the argument from a indie dev perspective, that you should keep your math simple, with low digits and
as few factors going into calculations as possible, for the sake of making your game easy to balance, and
easy to test-play.
The bigger the number, and the larger the amount of factors, the more issues you're bound to get, and the more
time will be demanded of you doing battle balancing.
This is time and energy consuming and is likely to put you on a path of getting tired of your project.
In my games I usually set all base hits on attacks and skills to 100%, while
keeping the base evasion of all enemies on 0 (or 1 if it's necessary to make the base formula work), and let the stats
take care of the rest.
I try to keep misses and crits to a bare minimum for ordinary attacks and skills in order to make it easier for the player
to make their own calculations and feel like the battles conform to their expectations and deductions
rather than blow up in their faces because half of their attacks suddenly miss,
or because the enemy suddenly gets 4 crits in a row.
That's not fun, nor interesting - it's just frustrating.
If I am going to lose or win a fight - it's going to be because I deserved it on the merit of my battle-plans,
and my level, not on the basis of some fluke where the computer threw a dice that randomly put me at a
disadvantage/advantage.
I only make large hit/crit discrepancies in very specific circumstances, such as giving high evasion to specific
enemies like small creatures, or flying creatures, and make up for that by providing a party-member that
has stats/weapons to deal specifically with such enemies.
Similarly, I only give increases in crit-chance to the party, never to the enemy.
And when I allow for party-members to have increases in crit-chance,
it's always balanced against a reduction in hit percentage, or with a weapon/skill that comes with a cool-down.
My personal design philosophy, based on experience, is that people very seldom find loses due to flukes to be
anything other than frustrating, and therefore one should generally try to avoid
math that allows for flukes to happen in your game.
Making sure that misses/evasions and crits don't happen except in very specific instances when you want them
to happen, is an important part in making your game-play predictable, and that's important because predictability
is the fountain of game-strategy.
Imagine how games like Chess would be ruined entirely if you started introducing chance elements like those
we often find in RPGs.
"Oh no, today your Bishop can only move half of it's intended distance"
"Why?"
"Because I threw a dice, and got a 3 instead of a 4 or above."
"Eeeh, ok..."
But that's just my opinion. A lot of people love games of chance. That's why slot-machines and betting is
so popular after all.
Again, it depends on what kind of person you are, and what kinda people you're making your game for.


