Crowd control should not be based on RNG

Post by Dygz on 2021-08-14 15:21:14

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Post by JustVine on 2021-08-24 02:11:42

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'What do we have left'? Skill if the combat system doesn't suck. Gear attributes enhancing play styles if the gear system doesn't suck.

'But people will start knowing who they can and cannot beat'. Obviously. That's how any game with an RPS class balance system will work. I am a mage? Fucking run away from any tank that's reasonably as geared as me. RNG or Not. RNG on CC doesn't fix that inherent flaw at all nor does it fix skill gaps.

The solution to ensuring open world pvp happens isn't rng, it's having a good gear system and a good hybrid combat system with spacing dependent neutral, hitboxes and yomi. The combat being good allows for improvements in skill. RNG on cc mutes those gains by providing more randomness and less actual skill. You wanna take on someone you lose to that didn't have a class that is your bad match up? Get better at combat and get gear that increase it's enhancement of your fighting style, or makes up for your weaknesses in those familiar match ups. Learning how to properly ambush/avoid being ambushed does the rest.

If they get better just as fast as you? Figure out a way to enjoy the combat win or lose or play a different part of the game. If you need to win to be happy you will probably have a bad time in a game like Ashes where lose is inevitable at some point.

Additionally most games aren't Ashes and encourage better dynamic player population clustering. You want open world pvp to matter more to your experience? Go to a more populated node. Less? Go to a less populated node.

Post by Noaani on 2021-08-24 02:40:20

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Post by JustVine on 2021-08-24 11:42:17

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You dont have to change your style for your gear to make up for some of your weaknesses in a specific match up. People will get better gear and 'try again' if the gear system is done right.
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As previously explained in this thread Randomness =/= RNG

I mentioned having 'yoming' or RPS style decision making within the combat system as important. It is how one builds good randomness in combat. This type of combat design puts the randomness in the hands of the player rather than the computer. Good combat design leaves room for randomness.
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If the CC always hits and is the reason you keep losing, you should have the ability to get gear that lowers the duration on it. If the combat design isn't shallow there are probably more factors to the combat. The likelihood of cc other than stun being the sole reason you are losing is low. It takes player skill to actually get better at combat rather than hoping the rng gods smile upon you.

If rng on cc is enough to make up for the skill gap between two people then rps based randomness serves equally well. If rps based randomness is not rng isn't either.

Rng isn't a meaningful fix to skill gaps. If the skill gap is large people will still run. At least in a system where there isn't RNG on CC you the losing player can make a meaningful adaptation and maybe even get better at strategic play. When the chances are based on rng however, running is still the right answer because it is an unknown. Bad game design.



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Post by JustVine on 2021-09-02 09:51:44

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That's a one button hard cc in tab target problem not a 100% accuracy problem.

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