#RNG

8 messages · Page 1 of 1 (latest)

near dirge
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Why is there randomness in a tower defense game? The game should be based on the knowledge and power of builds. My point being, 95% of the time, when I test builds in Sandbox to get them to work, everything else being equal, the result is never the same in Sandbox as it is online. Another example that really pisses me off is that during weekly challenges, if I make a specific layout and run it 10 times, I'm likely to get 10 different results...

fickle imp
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Randomness is kinda important for the replayability. Otherwise, every game you played would be the same. But I agree that there is way too much randomness with some stuff in LTD2. Some units especially add a lot of randomness, and when you stack multiple sources of randomness, it becomes exponentially more random...

tepid lodge
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Any multi-player game necessitates "randomness" simply through the unpredictable actions of your fellow players. To demand otherwise is to suggest a singleplayer game.

carmine iron
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i mean you can circumvent randomness with ALOT of content/possibilities. (Thinking Mobas, Survival or racing games games).
The Randomness just needs to be applies in the right places..
Mario kart have Loot boxes. Minecraft have world generation. Even dota have randomness in respawn times for Roshan (big boss).

The kind of randomness OP talks about here might be something like Trinity Archer or Violets that have some randomness to thier ability. Then when randomly hitting Mole or Pack Leader, That have have a HUGE impact on the wave outcome due to the way re-aggro is programmed

floral gyro
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We wish we could reduce (or even remove) battle RNG, but it's a consequence of tick rate and the fact that there are hundreds (sometimes 1000+) units alive at once, pathing and making decisions in real time. It's very difficult to make it deterministic.

gentle kelp
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could you not seed every battle?
Not saying that I personally want to reduce the amount of rng in battles

iron ermine
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TL:DR lisk would want to make it more deterministic, but it requires a lot of dev time, and can have negative effects as people are already used to how the game works