It's official, RNG is the worst thing you can implement to your game
RNG - Random Number Generator"
Now, take notes... Any developer who is going to produce their game RNG is a recipe for a disaster. Imagine, any sport or other competitive game where the winners are based randomly. Someone probably thought, well random will get my player base more "excited", when they gonna get lucky with something, but that equally goes the other way when they are NOT going to get something they're working toward. Now, I'm not going to go into details because I've read so many stories of players being disgusted by bad RNG, so here are just my recent terrible RNG experiences (within last two months). 1) I could not get a 5 link on a 20% quality with 6 sockets with over 600-700 fusing. 2) I could not see a Harvest for over 50-75 maps. Players need to know whatever they put their time and effort, after accomplishing the objective to know what they're going to get is GUARANTEED, unless you don't want your game to be competitive, which is fine if you want to exclude most of the market within this industry. I'm sure there are gambling, lotto/bingo and many other "successful" RNG based games, and it's so sad to see PoE choose the same road. Whoever will make the next ARPG will take advantage of this opportunity. Last edited by Kopogero#0635 on Feb 5, 2021, 1:34:26 AM Last bumped on Feb 5, 2021, 5:01:24 PM
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" Well this has been a known factor of the game design since the game was lunched, so this will not change. But don't worry, in PoE 2.0 there is no more fusings as items no longer can have sockets. Now it's all done via the GEMS. :) |
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*best
Second-class poe gamer
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" Most card-based or family games typically have a heavy element of RNG, with rare exceptions (like chess, 4-in-a-row, ...). Poker has a heavy RNG element (card distribution) and is competitive, there is a world series of poker where it is played competing for hefty amounts of money. World championships in soccer have their pairings randomly chosen. In several olympic sports, the starting order or lane choice is randomly chosen, and can influence the result (admittedly, the effect is relatively small, and hard to avoid). Lots of games for children are pretty heavily based on RNG, because RNG means that the advantage of game knowledge and skill is smaller, making it possible for weaker players or younger children to win if they are lucky. Lotteries are played for vast amounts of money, and 100% based on pure RNG. The list goes on. No, RNG isn't a bad thing, it is a core element of many games, even turn-based competitive strategy games like civilization. I would agree that PoE is sometimes overdoing it with RNG, but making a game like PoE completely without RNG is borderline impossible, and probably quite boring. Remove Horticrafting station storage limit. Last edited by Char1983#2680 on Feb 5, 2021, 3:32:13 AM
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" Tell that to D&D, est 1974. RNG is simply a way of dynamically interacting and introducing things. No one goes around saying "Dice are a recipe for disaster". The way it's implemented is where things can go sideways. In case of PoE we used to have far less layers. Now we have 6 different influences that can multi, Corruption and Quality on top of the 10 Tiers of 50 stats with 30 or so base item types in each. Don't even get me started on white items eating up performance. Least to say we probably wouldn't need Harvest if GGG hadn't added so many layers over the yeas. Still, PoE would be boring without an RNG element. Most RPGs would be. It's a foundation of their design though it's being exploited these days in many games it doesn't belong since Developers have found it's also addictive. "Never trust floating women." -Officer Kirac
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So you'd prefer a fixed location for each bis item in the game, like there was in Knights of the Old Republic, for example? And each bis item had fixed stats and nothing that dropped could be as good, let alone better?
I dunno, it has its advantages as a system. It means you can design combat to be balanced because there is a fixed ceiling on how much damage players can do, or how much health and defenses they can have. But it does take the excitement and anticipation out of playing when you know you've got the best gear now. Or when you know, before you even start the character, where you have to go to find the best gear. Incidentally, RNG doesn't mean that the winners are random. Racing and hardcore challenges (like Gauntlet, for eg) are the most competitive form of the game. If it's random and RNG-based, why do the same people keep winning and topping the leaderboards in these events? Is it a case of the old Gary Player adage that the more they practice, the luckier they get? |
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@porous2
I knew someone will bring this "argument" up with the "same players" winning, because the goals have very little to do with the way the foundation of the game is designed. RNG is a great element in the outcome, but even greater outcome is how long one plays during the event, or in this case chooses NOT to sleep, and the more trivial (easy) and short the events are the greater the difference is for every minute or hour that one plays when the other doesn't. I would love to see someone organize events to truly reward the best of the best, and such individual will ensure every possible difficulty is added, so if I choose to go take a dump, shower, a good 8 hour sleep and when I wake in the morning to see Darkee has already ripped 5-6 times in act 1, because no matter how long he can play, it will be irrelevant if he doesn't have the same skill and knowledge compared to someone else. This would greatly diminish his style of play, which is drink red bull and sleep for few hours per 40+ hours. |
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Well clearly its working for them, since its been around for almost 10 years and grown to be one of the top names in the arpg genre.
And the arpg genre pretty much started with diablo 1/2 which were both RNG-heavy titles. I understand you might have issues with the way its implemented in PoE (like yes, the socket linking/coloring is very frustrating) but to say RNG is a disaster in an arpg game is not a good argument. I'm also wondering what your definition of 'winning' the game is, because you definitely don't need to be able to 5l an item or spawn harvest in order to 'win' PoE. Last edited by stalkingjackal#2441 on Feb 5, 2021, 11:09:37 AM
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The problem isn't RNG. It's the lack of weighting or rules to constrain that RNG. It should not be possible to get the same base types at level 1 and at level 100. It should not be possible to roll the lowest tier mods on an ILV 84 item. There needs to be a floor to the RNG, one that goes up with progression. Other games have no problems doing this.
This is a buff™
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" So, just to be clear on this, if a Gauntlet event was organised in which nobody could play for more than four hours a day, you reckon that it would be 50/50 between you and Lightee/Darkee as to who got further, with RNG determining the outcome? |
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