Exactly what the title says.
The lack of legit randomness with every outcome being so predictable is IMO a big part of current(and past) MMO and overall game design flaws. Being able to look up youtube videos for exact instructions to complete tasks or meta builds is IMO very boring. Hitting mobs 100% of the time is so unrealistic that even though my mind knows it's just a game stops being interested after a while. Metas... I'm not even going to get into metas...
When I say "Honest RNG" I mean RNG needs to be EXACTLY the same as rolling the damn dice in the street not manipulated like it is now for various reasons. Various reasons in games like Hearthstone and MTG Arena include things like algoritms that maximize BOOM factor for Twitch views or to make defeats so unrealistically painful that the loser spends money to become more powerful.
I've been playing Magic since 95'ish and gambling since 2000. I've played hundreds or maybe even thousands of in-person Magic duels with people and the card draws do not ever come out the way they do in MTG Arena. Sometimes both players go on for a very long time pulling nothing but garbage that it's almost expected. Why does that never happen in Arena? Cause when they were designing the game probably felt people would get bored so intentionally manipulate what should be honest draw patterns. Gambling on highly rigged slot machines is sometimes more reasonable/realistic than the same old pattern algo that they use in games. When you do something over and over for years and years you recognize patterns and the RNG patterns in games needs a lot of improvement. It is almost like they decide to go with the lowest/simplest outcome route algo every single time.
Manipulated RNG not only applies to card games but also loot drops. Why is it so controlled? Why is everything locked behind an internal cooldown. The obvious answer is that they want to keep you playing longer = more money but that is extremely boring design and tbh outdated to the point where it should be put down forever. I'm not saying make every game like a roguelike but come on..
People here dream about next gen tech that will one day grace our beloved MMO genre but how about just creating games that are filled with so much randomness that it would be like starting a new adventure each time you log in cause you have no idea what will happen. You could always incorporate a proper win/loss type system with the right vision that wouldn't scare away those afraid to lose progress. Maybe Morhaime or Koster can come up with something seeing as they have decades of game design experience. Maybe they can start by creating the most 'realistic dice roll system ever created in games'? I can see that as some useful tech instead of doing the shallow gfx threadmill losing millions just to please those with the most expensive systems.
The games we've been playing for decades for the most part have the same types of progression. We start weak, improve, become strong and in between the routine is for the most part almost always the same cept for slight design differences. We've done the same thing over so much that when games like Fortnite or Darkest Dungeon comes out the slight variation to the progression routine causes those games to be largely successful simply because they aren't like what we've played for years/decades..
I still play older MMO's and will never stop but you'd think for all the need in the gaming industry to come up with the 'next big game' they'd at least try to innovate a bit more here and there.. Sometimes less is more and you must go back to be able to move forward blah blah blah.. Bring back the wonder of randomness that existed in DND and Magic and add it to modern/and or future games via HONEST dice rolls. Do NOT time gate me or put internal cooldowns on things to squeeze an extra 10 cents. The positive impact of allowing RNG to flow freely without manipulation will generate more praise and wealth for the FIRST developer brave enough to do it that seas will part and mountains will crumble. The End.
Comments
It cuts both ways to be honest, it is a feature some people like and others dont
You can see my sci-fi/WW2 book recommendations.
Once upon a time....
I do agree, though. I don't like games that have a formula that doesn't change at all.
I do want a degree of "formula" expectation, but I also want that randomness you are talking about tossed in there.
Not just Crit Hits/Misses (which should be rare and maybe even based on a previous set-up such as "stun"), but also on a range of results. Say something like "expected result +/- 20%.
Content randomness is a biggie, I think. I mean, why is it that once you go to a Room, every time after, almost everything is the same. MOBs, treasure and furnishings locations, traps, etc. Nothing changes without a game update. That shouldn't be.
I don't know if anyone remembers my concept of "Dungeon AI", probably not.
Once upon a time....
But this discussion reminds me of something that happened with DDO.
Now DDO, is your core Dungeons & Dragons game, with Thac0 (To Hit AC 0) and AC (Amor Class), and you roll to hit, for every single hit. Your weapon has a fixed damage based on it's type, + Modifiers like Strength, and Magical Bonus, so you also roll to Damage every single hit.
Ok.. so we all get this, and this worked pretty well from level 1 - 10, when the game started. As they added levels, going up 20th, this also added a huge amount of Power Creep, and then with Epic levels, even more Power Creep, and then, well as the game expanded, content packs, trait lines, etc, etc.. all in all .. just more Power Creep.
Well as the power Creep went on, building for AC became pointless, as the Mobs, were given such amazing ThacO's, that the d20 system simply was not going to work, and players needed to go like super all in for AC if they wanted to bother tanking at all, this of course gave rise to the Pajama Tank, which was a tank that used things like Dodge, Evasion, Damage Reduction, Displacement, and other means of damage avoidance as a defense to tank with, as opposed to using AC.
So. Turbine had to revamp the whole system, tossing in what would be a whole bunch of "House Rules" to the game, they went from a d20, to a d100, to give a boarder a chance to hit and miss, making AC viable again, they added in stats like Physical Resistance Rating.
The irony that DDO, a game built on the D&D rule system, of ToHit/AC, went and revamped their whole System to make it more involved and dynamic, while other more modern MMO's are making their systems simpler.
I have witnessed rng imo all out fail and imo the reason is not allowing enough time in between rng rolls so the exact same outcome happens sometimes 3x in a row with odds of a million to 1.
Such lazy rng is witnessed within Blizzard's hearthstone game and the fail imo happens often although "probabilities" are not an accurate predictable result they give us somewhat of an expectation within reason.
I have given hints in many posts that FFXI has simply the best rng design of ANY game let alone any rpg/mmorpg.This is not just fanbois talking,i really look at this stuff a LOT and do my homework.
Another game i love Atlas sadly has no rng,it does however have very good AI,but it is a different kind of combat so i accept no rng and perhaps even prefer it.
However in mmorpg's i believe we do need really good rng.However i want to emphasize a point that EXACT rng is NOT the best option.The simple reason is we expect SOME form of realistic result.An example is if you were attacking a VERY slow large VERY inferior foe ,the chance of missing would be nearly impossible.
Anotehr perhaps easier example is if yo uwere standing 5 feet in front of a soccer net,how many times would you miss,ZERO times right?If yo uwere standing 5 feet in front of a hockey net how often would you miss,maybe less than 1%?
So to cut it short FFXI has formulas that basically allow you and the foe to miss a LOT if the situation allows it,example a vast difference between you and foe.However even if you were level 1 and the foe 99 there is still a chance to hit albeit very small and may result in zero damage.
Never forget 3 mile Island and never trust a government official or company spokesman.
Long winded point made short,realism is far more important than just rng but imo they should both exist depending on the game.
Never forget 3 mile Island and never trust a government official or company spokesman.
Something i have always detest is games that allow ANY possibility of cheating and MTG does that.Players should NOT be able to touch their cards and if you have ever watched people doing card tricks on the internet or live,you'll know why.
I always wanted to ask Brian Kibler if he EVER cheat with his cards but of course that would taint his entire image so i very highly doubt he would ever answer me honestly anyhow.
I am pretty sure a few people have been caught on the big scene but how many have actually cheated over the years nobody knows?
Let me put it this way,if you ever watched Brian's championship win he is shuffling those cards like a man possessed by the devil.Why do you think that is?
So obviously i no longer play MTG and also do not play online because i simply don't like Planeswalkers or some of the OP cards.Hearthstone has now hit that exact same power curve,creating too many op cards ruins games but devs do it to create sales.
Never forget 3 mile Island and never trust a government official or company spokesman.
The way I see it is that games are almost completely centered around level grinding, for actual levels, gear, notoriety, or whatever else is designed to play for.
Where's the adventure in that? The mystery? The discovery? The excitement?
The only thing gamers play for is that tiered after tiered advancement, forging games of racing past those tiers.
Buying a quick "pass" seems like a "win."
And yet, many gamers don't want that game style. But still wait for a quality alternative.
That's why some of us state bluntly that we want a change is play design. And I think most of the rest want that too, they just haven't formed the thought completely yet.
Once upon a time....
With MMORPGs you and opponents have offensive and defensive stats that can be spec'd, plus CC, plus evasive/immunity skills(often times). Adding RNG (besides critical hits), would be very frustrating to the strategy.
So what is gained by adding RNG effects?
- That feeling of danger
- The risk can cause players to want to play with others, and with that you get "friends you can count on", especially when attempting something challenging
- "Challenge", something that is missing from games with knowable solutions
(And here's where my "Random but weighted AI" helps, along with my "Dungeon AI")
- Better adventure
- Fame for real accomplishments
Where is the Victory if there is no Defeat?
I'm not saying All The Time! But especially with top end content, it should be tough to accomplish. Or there's no accomplishment at all.
Once upon a time....