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The RNG Dragon Problem - Page 3

Forum Index > LoL General
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Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2016-05-28 14:22:26
May 28 2016 14:22 GMT
#41
welcome to the world at large jimmic
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
May 28 2016 14:38 GMT
#42
--- Nuked ---
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 28 2016 14:47 GMT
#43
because they have a large company and only one game what else would they do
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
May 28 2016 15:35 GMT
#44
--- Nuked ---
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 28 2016 15:54 GMT
#45
traditionally you once the game is sold you don't make any more profits.. obviously this more modern business model is different
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
May 28 2016 16:04 GMT
#46
--- Nuked ---
Uldridge
Profile Blog Joined January 2011
Belgium4730 Posts
May 29 2016 00:01 GMT
#47
On May 28 2016 20:51 DarkCore wrote:
I find that pretty funny since for a very long time Riot was trying to remove RNG from the game (dodge mechanic, crit calculation). But the RNG from dragons isn't super bad, since you know in advance which one will spawn next, so you can plan ahead.

I just think that implementing RNG is a cheap way to create diversity. Granted trying to open multiple viable comps is very difficult and this might be the only way, and I don't think the dragons are game breaking, I just wonder if there was a different way to achieve it.

RNG as a global mechanic (like random elemental dragon spawns) vs RNG as alocal mechanic (champion based) is completely different.
For the former every player on the map can actually get influenced the same way (but a more nuanced difference can be found once you evaluate team comps / power spikes / ...) while the latter is completely player vs player (or players) dependent, but that's also where the sphere of influence ends.

I personally don't hate the RNG of crit/dodge/bounce/etc.. but I do understand why some people hate it.

I'm also quite fond of this global RNG mechanic because it does lean more to a quick problem solving style of play rather than the in depth rehearsed stale we've seen in 100 times gameplan for the first 10-15 minutes.
It also might increase the clownfiesta factor, and we all know how much we love clownfiestas (at least I do).

So while the early gameplan can still be used, if an extra factor pops up that you couldn't take into account, the people/teams that can think outside of the box or are quick problemsolvers will be rewarded.

What if the jungle camp spawns were random (blue/red as well), but you know where they spawned, would you like/hate it?
What if dragon/baron could switch spawning places (if they're both down the spawning place becomes random, so multiple spawn places could be had in the same game)?
What if bushes could change position (even during the duration of a game) or could grow in size (but also shrink--you could kill them or some shit, but they could never get a lower area than their original one)?
What about during teamfights the river slowly becomes more and more poisonous when all 10 people are in it and does at max poison do true damage equal to 5% of the lowest max hp champ in the game?
Taxes are for Terrans
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
Last Edited: 2016-05-29 01:05:06
May 29 2016 01:01 GMT
#48
To me RNG is made or broken by how you can prepare for it. If you didn't know which dragon bonus you'd get until after you killed it, then yeah, that'd be pretty stupid. But since you do know, and have 6 minutes to plan accordingly, nearly all of the RNG is mitigated. The only dragon you can't prepare for is the first one, but I don't think the teamcomps are anywhere as dependent on what the first dragon is, as everyone seems to claim.

That's kind of why dodge/crit/miss chance aren't really "good" forms of RNG because there's nothing you can do to mitigate it or play around it. On the other hand, stuff like Kindred Mark RNG is fine and promotes some strategic diversity.

Basically, if you think that Dragon RNG is such a huge problem I would think that crit chance + TF pick a card are both much "worse" RNG problems. But no one is calling for a TF rework.
What fun is it being cool if you can’t wear a sombrero?
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2016-05-29 02:59:26
May 29 2016 02:36 GMT
#49
how is pick a card related to rng, do you think the first card that shows up when you press w is random? because it isn't.

edit: nvm I guess this was "nerfed" in his VU, it is now true random
Carrilord has arrived.
cLutZ
Profile Joined November 2010
United States19573 Posts
Last Edited: 2016-05-29 06:58:49
May 29 2016 06:54 GMT
#50
On May 29 2016 10:01 GrandInquisitor wrote:
To me RNG is made or broken by how you can prepare for it. If you didn't know which dragon bonus you'd get until after you killed it, then yeah, that'd be pretty stupid. But since you do know, and have 6 minutes to plan accordingly, nearly all of the RNG is mitigated. The only dragon you can't prepare for is the first one, but I don't think the teamcomps are anywhere as dependent on what the first dragon is, as everyone seems to claim.

That's kind of why dodge/crit/miss chance aren't really "good" forms of RNG because there's nothing you can do to mitigate it or play around it. On the other hand, stuff like Kindred Mark RNG is fine and promotes some strategic diversity.

Basically, if you think that Dragon RNG is such a huge problem I would think that crit chance + TF pick a card are both much "worse" RNG problems. But no one is calling for a TF rework.

I would call for a crit rework if I thought it would work out better, but I have little faith. Same with TF cards, I'd like them to be ordered predictably.

The reason dragon RNG is bad is because it solves nothing. Choosing your dragon opens up comps that can secure dragon early, and need the buff to snowball; a generic reward means every comp is balanced because we can make assumptions. The random dragon actually just gives random boons and nerfs to comps.

Edit: the real point is that random dragon provides no advantage over predictable dragon when it comes to comp diversity, because as you have repeatedly said, comps that need specific dragons to work shouldn't be picked.

PPS. Comps that need a specific dragon to work is the best(only?) good reason to have non- generic buffs.
Freeeeeeedom
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
May 29 2016 14:34 GMT
#51
--- Nuked ---
nimdil
Profile Blog Joined January 2011
Poland3748 Posts
June 30 2016 09:20 GMT
#52
On May 29 2016 23:34 JimmiC wrote:
RNG is not inherently bad it keeps things interesting saying that it is, is either ignorant or just a whine fest.

For the most part I agree especially regarding dragons in LoL. But RNG in general can be horrible - which is while some games in Hearthstone are broken by RNG (like the famous nat pagle game).
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