11-08-2012, 12:34 PM
I just think that players provide another randomness.
In Chess, there are so many ways to react your opponent's moves. Because of this, despite a lack of randomness, players are able to continue to have fun games against the same opponents for years.
Go is another example of such a game.
What's interesting is that these are turn-based games, so they allow for much less "human randomness". In MMORPGs you have real-time combat. Alice can counter Bob's Fireball with any number of options, but she must do so quickly/effectively enough to be ready to either retaliate and push the offensive or be ready to counter Bob's next action. There are enough mistakes and incorrect choices that can happen. Alice could choose to cast her shield but do so too late, taking the full hit from the fireball and possibly "wasting" the resource(s) required to cast her shield. Bob could have been out of range when he cast the fireball. Perhaps the fireball is a slow enough moving projectile that at sufficient range from Bob Alice is able to evade it through movement.
I thoroughly dislike random number generations as part of gameplay (duh).
A player with a 50% crit chance can crit you 5 times in a row while you, with 50% crit chance as well, crit them 0 times. At this point, it becomes stupidly difficult to "react to the unknown". Throw in on-crit procs or just general proc effects and you have several random factors that can swiftly sway combat in such a way that a match that should be even is now easily in favor of the "lucky one".
If you want to have a chance at blowing up a tank's tracks then they should account for gradually eroding the strength of something. However, I don't think I should have a chance of blowing up a tank if I stab it enough times with a knife :wink: ... probably wouldn't want to either. I'm not realy big on kamikaze gameplay.
In Chess, there are so many ways to react your opponent's moves. Because of this, despite a lack of randomness, players are able to continue to have fun games against the same opponents for years.
Go is another example of such a game.
What's interesting is that these are turn-based games, so they allow for much less "human randomness". In MMORPGs you have real-time combat. Alice can counter Bob's Fireball with any number of options, but she must do so quickly/effectively enough to be ready to either retaliate and push the offensive or be ready to counter Bob's next action. There are enough mistakes and incorrect choices that can happen. Alice could choose to cast her shield but do so too late, taking the full hit from the fireball and possibly "wasting" the resource(s) required to cast her shield. Bob could have been out of range when he cast the fireball. Perhaps the fireball is a slow enough moving projectile that at sufficient range from Bob Alice is able to evade it through movement.
I thoroughly dislike random number generations as part of gameplay (duh).
A player with a 50% crit chance can crit you 5 times in a row while you, with 50% crit chance as well, crit them 0 times. At this point, it becomes stupidly difficult to "react to the unknown". Throw in on-crit procs or just general proc effects and you have several random factors that can swiftly sway combat in such a way that a match that should be even is now easily in favor of the "lucky one".
If you want to have a chance at blowing up a tank's tracks then they should account for gradually eroding the strength of something. However, I don't think I should have a chance of blowing up a tank if I stab it enough times with a knife :wink: ... probably wouldn't want to either. I'm not realy big on kamikaze gameplay.
