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Who the fuck though it was a good idea?
>>716321714 (OP)people who want tactical risk mitigation instead of deterministic puzzles
>>716321937A sufficiently complex system will make determinism irrelevant unless you're a fag that plays with a guide open at all times.
>>716321714 (OP)I've been playing through the Warcraft 2 campaign. Good game. Some of the damage ranges are a bit funny though.
>>716322076no, it completely changes the genre. into the breach and tactical breach wizards play entirely differently from a standard turn based tactics game
>>716321714 (OP)the point of damage rolls was to simulate various combat scenarios for boardgames and simpler pc games
e.g. rolling a 3 would be a grazing blow that is the equivalent of a papercut or scraping your knee, while rolling a 12 would be stabbing someone in the stomach
>>716321714 (OP)>game rolls for hit>also rolls for a true hit or just a graze>also rolls for damage depending on the type of hit>also rolls for hit chance>also rolls for crit chance>also rolls for status affliction chance>also rolls for stamina use>also rolls for-I just want to hit people bro
>>716321714 (OP)fucking mobius front is the worst case of this I've seen
>tanks have 4 hp and 2 armor (flat damage reduction)>at 1hp tanks are crippled and can't move>tank shots do 3-6 damage, so 1-4 to other tanks>you have a 50% chance to kill or cripple a tank per attackpeople complained that this tactics game mostly came down to the tank damage coin flip so the developer's response was to buff tanks to 5 hp. So they at least can't die instantly but the damage fluctuation is still completely polarizing. It doesn't help that the enemy outnumbers you in every mission.
>>716321937Brainlet take, non-determinism is better achieved through unpredictable adversary behavior, be it another human in PvP setting or good PvE AI.
The "risk mitigation" part is easily cheesed by anyone above room temp IQ.
It usually just makes the game worse by relegating a large pool of weapon choices presented to players into objective inferiority.
Random rolls are shitty vidya design.
Random damage is good you're just an underage pleb.
Randomization give mitigation of risk to the game. Only retards with two-digits IQ are bothered by it
I guess the Prussian military that developed Kriegsspiel, and the idea stuck?
Like, fuck, it's obviously necessary for any plausible simulation. Yeah, "in principle" you could run a physics simulation and in some very specific circumstances you kinda could (when it comes to e.g. WW2 tank or ship combat from which there's ample penetration data, and targets are effectively still compared to the speed of the projectile). But "in practice", when dealing with e.g. hand-to-hand combat, you don't know the precise deflecting angle of the armor because the opponent is moving, you lack the resolution to determine whether the arrow hit mail in the ring or the rivet, etc. Neither could the greatest halberdier or archer in the world deliberately make strikes and shots that always land their exact desired outcome, even against a stationary target, never one a moving target who's fighting back.
Ergo, you need randomness to capture the essence of combat. Dice are a good mechanic because people grasp the probabilities intuitively, it's easy to make the relevant calculations in your head, and it's easy to add small but meaningful contributions from various combat factors ("+1 flanking bonus"). Of course, not all possible dice-based systems are good: d20 with mechanics like AC for example is awful.
>>716323319>people grasp the probabilities intuitivelylol
lmao
rofl even
People are absolutely fucking retarded when it comes to intuiting probabilities.
>>716323452Yeah, but at least they have likely have actual physical experience with dice and know from experience that it's e.g. uncommon to roll snake eyes. Abstract probabilities ungrounded in something familiar would then have to be worse.
>>716323512>play turnbased game>RNG is rigged>but in players favor>80% or better shots never missAnnoying shit but I never saw anyone complaining about that. Funny how it goes.
This feat alone generated so much rage in a game where max accuracy is 95%
>>716324080what the fuck is wrong with the font
>>716324080>no fun allowedI tried building my first character around that shit, it didn't go well.
But 95% accuracy cap is very common, that's still quite high chance of missing.
I wish games implemented temporary and limited ways to disable critical failure, sometimes a bad sequence of RNG can end your run.
In Battle Brothers it fucked me over more times than I would like.
okay /v/ time to rest your knowledge:
what is the expected/average damage of a 1d12 roll?
>>716322301Well, it is a troll destroyer. Take a non-troll destroyer for a more sensible range of 20-25
>>716331225The average can go fuck itself.
I expect 12 every time :^)
>>7163312251 and irrelevant
you should be asking about the distribution because fights aren't decided by spamming so many rolls that averages matter
>>716332778RNG manipulation is an actual skill.
Though there are plenty of cheap tricks for it.
For example almost any unity game will use dotnet's System.Random.
It's not secure by any means, simply run the game in an environment with slightly modified .net random class.
>>716335439Shouldn't that kind of thing be verboten in speedrunning?
>>716335494>It's only a crime if you get caught.Many such cases.
But you are correct, it's just cheating.
>>716336456I mean I'm not familiar with speedrunning rules.
Are there any specific rules to the runtime environment for the game?
Do you have to use a specific version of .NET or JVM for net/java games?
Are you allowed to run games in a VM with the clock frozen?
There are always cheap tricks to manipulate RNG behavior. In some cases you even have in-game exploits that can be used to divine the RNG state without any nefarious changes to the intended runtime environment.
>game has a random arbitrary variance in damage numbers for no reason
>bonus points: the random damage numbers are actually purely visual so it confuses the fuck out of everyone
what if you make a game with completely arbitrary damage numbers being displayed with a random +- variance, except its completely innacurate to the actual damage numbers being dealt (which are also affected by RNG)
>miss
>reload save state
>hit
>create new save state
>>716338973Doesn't work if the RNG is already seeded beforehand
Like in SMT Nocturne or Fire Emblem
>>716336785Unless you are doing something obvious, things will simply fly under the radar.
Cheating is unavoidable, especially on-line.
I don't think anyone will check your entire environment just to see if you are legit.
>>716340335Not him, but many games keep the RNG seed but sometimes all you have to do is change a single action in your entire turn to get better RNG.
>>716335494actually modifying or looking at the rng like that is banned, but rng manipulation in general usually isn't. Now since you aren't looking at the rng this is only really relevant to games with set seeds, and even then sometimes they may even split the categories for using rng manipulation or not.
>>716340357>I don't think anyone will check your entire environment just to see if you are legit.No, but seeing unexpected RNG behavior should be an obvious red flag to anyone familiar with the game's inner workings, ie other speedrunners.
>>716340728>looking at the rng is bannedlol wut? What if I can divine the RNG state with in-game exploits, on any computer? Just playing the game? Is that banned?
>>716340832Using an extremal program to look up the current rng state is banned. Using in-game events and knowing what rng value they correspond to is fine. I don't think I was being unclear about that.
>>716340832>No, but seeing unexpected RNG behavior should be an obvious red flag to anyone familiar with the game's inner workings, ie other speedrunners.Sure, but it often takes a long time for shit to get exposed.
https://www.youtube.com/watch?v=SasazfBr5_Y
There is luck and there is impossible luck.
>>716340832>Seeing unexpected RNG behaviorGood fucking luck seeing that. The diffrence between getting lucky and cheating the dice is not visible unless you really overdo it like dream did. These aren't shitty NES RNGs that are actually just fixed lists of dice rolls that play out in the same order every time.
>>716342785I don't even mean getting lucky, just the RNG producing verifiably impossible results in something that's not necessarily even related to player luck.
If you're directly altering the methods that provide randomness to a game, you usually don't have granular control of how the game behaves because the randomness is used for absolutely everything, not just some isolated player-facing mechanics.
You would have to be modding the game's code directly (or manipulating its memory during run-time) if you want to only tweak a specific thing like damage rolls.
>just fixed lists of dice rollsThat's literally what every RNG ever does.