Btw, have you guys read the official steam discussion for this game?
People are cooking up conspiracy stories about the RNG. It's pretty amusing. Some people there just can't believe you can miss 95% shots two times in a row, and the devs is somehow doing this on purpose to fuck with us
This is precisely why many developers "fudge" their RNG numbers.
For so many more crimes than just that...This is precisely why many developers "fudge" their RNG numbers.
Wich makes it even worse for developers who don't.
Nu-XCom devs deserve a slapping.
There is a little bit of that already in to be fair to the devs. Like the Brigand Hunter groups that have wardogs and loads of marksmen. Or in my game there are two orc town taunting me: one has 12 orc warriors, 12 younglings and the warlords, the other has 6 warriors, 20 younglings and 6-7 berserkers on top of the warlord. Both fights are veeery different. But it is definitely a concept that should be expanded upon.ts like 4 orcs types and one tactic.
Why not add some more mid tiers or even specific clans that prefer fighting with specific weapons - Spear Chuckers field plenty of spear throwers when bloody axes go with plenty of axes?
You do not even need new assets for that.
RNG giveth and RNG taketh away.
Btw, have you guys read the official steam discussion for this game?
People are cooking up conspiracy stories about the RNG. It's pretty amusing. Some people there just can't believe you can miss 95% shots two times in a row, and the devs is somehow doing this on purpose to fuck with us
City of Heroes had it (it was called the 'streakbreaker'), and it was actually displayed on the UI when you scored a hit due to the streakbreaker fudging a roll -- there were also some edge-case builds that could exploit it to force a hit on a high-damage attack that had a high natural miss rate. I wouldn't be surprised if other MMOs had it, too.Some applications, a few of them games, use a pseudorandom distribution to smooth out streaks of improbable sequential events. The general method is that the event initially has a lower-than-rated chance of firing. If it doesn't fire, successive attempts increment a counter that increase the per-attempt probability of firing, eventually reaching 1.0. The counter is reset upon the event firing. A properly tuned pseudorandom distribution will see the same number of successful attempts as a true random function over time, but they seem intuitively fairer to us. It's not a bad system, I think.
I don't know of a case of game programmers using this outside of competitive multiplayer games, where people don't want the rare case of a 10%-chance effect proccing 5 times in a row to determine the outcome of a high profile tournament. I'd be surprised if BB implemented it.
Meh. I definitely understand probability, but still prefer approaches that "fudge" the rolls to prevent absurd streaks (though I prefer this both applied to my faction as well as enemies).Players are really bad at understanding probability.
50% hit chance is shit.
Mh. I'm only worried about crossbow enemies moving in and then shooting tbh, except early on archers are also quite deadly.50% hit chance is shit.
It's also what you get quite often in the opening rounds -- missile fire, thrown weapons, and enemies not yet surrounded, wounded, or in inferior terrain.
And it's those opening round which determine the course of the battle. Knock out an enemy and wound a couple more and it'll be easy sailing; if they do the same to you, ouch.
Ideally in a tactics game relying heavily on RNG you'd have ways to mitigate outcomes like that (at a resource cost, of course). F'rex, I don't think nuXCOM2 would be playable in ironman without grenadiers / gremlin attack protocol / advanced stocks / etc.Meh. I definitely understand probability, but still prefer approaches that "fudge" the rolls to prevent absurd streaks (though I prefer this both applied to my faction as well as enemies).Players are really bad at understanding probability.
If getting wrecked by 4 extremely unlikely hits by the enemy in a row or not managing to finish off that enemy despite 4 70+% rolls is your definition of fun, then so be it.
It is definitely not my definition of fun.
I enjoy games despite that, of course (especially BB ), but I'd prefer if they added an option to enable/disable this evening out of extreme streaks. Another good example of how options in game mechanics would improve a game.
Armor (+perk) does much of the mitigating for you tbh, especially over multiple battles. I keep forgetting to spam wardogs, but I don't like my dogs dying... It's your best option against endgame ranged unit spam though I guess.Ideally in a tactics game relying heavily on RNG you'd have ways to mitigate outcomes like that (at a resource cost, of course). F'rex, I don't think nuXCOM2 would be playable in ironman without grenadiers / gremlin attack protocol / advanced stocks / etc.Meh. I definitely understand probability, but still prefer approaches that "fudge" the rolls to prevent absurd streaks (though I prefer this both applied to my faction as well as enemies).Players are really bad at understanding probability.
If getting wrecked by 4 extremely unlikely hits by the enemy in a row or not managing to finish off that enemy despite 4 70+% rolls is your definition of fun, then so be it.
It is definitely not my definition of fun.
I enjoy games despite that, of course (especially BB ), but I'd prefer if they added an option to enable/disable this evening out of extreme streaks. Another good example of how options in game mechanics would improve a game.
In BB you have a few ways to mitigate RNG on the tactical layer (mainly nets and war dogs), though you do need to build your strategy to include them, and they aren't as reliable as their nuXCOM analogues.
(I personally prefer the Invisible Inc / Telepath Tactics approach to tactical combat, but that wouldn't really work in a game like this)