Why is less RNG a good thing?

Malfectious··2 votes·756 views

I get the benefits that come with exact numbers. They are direct and predictable, you can apply exact math to draw an exact conclusion....sounds fun right.

There are very few occasions where exactly what has been predicted happens. In real life rarely, if ever. In other traditional games from this genre...no again. Games like this were founded on dice rolls, true random.

It makes the game more realistic. If you stand 30 yards from someone and shoot them with 5 arrows, all doing different damage. Some narrowly missing organs, some not. They may even dodge a few.

That's where RNG comes into play. Everything shouldn't be the same every time. There should be variance, even at the highest level. Even the best should have to roll for luck every now and then.

8 Comments

Curious Kat1 votes

It would be pretty cool if abilities did more damage based on where they hit. Ashes W would be a key example there like you said. If it hits you in the side or something it should do less damage than a direct chest shot xD.

But then sadly Cait would be even more broken as a head shot would do like quadruple the amount of normal crit damage since it's a face shot xD

But besides her i see that being a cool feature honestly. Even melee could benefit from where they hit someone and i think that would be pretty challenging and fun.

darreckpls1 votes

I personally find a good amount of rng in games to be really fun, probably why I like Aram so much. I think the main problem people have with it is rng can feel unfair in a lot of circumstances. In any competitive game people tend to want the playing field to be as level as possible, and rng usually makes people feel the opponent got lucky instead of outplaying them and what not.

ModThe Djinn1 votes

{quoted}That's where RNG comes into play. Everything shouldn't be the same every time. There should be variance, even at the highest level. Even the best should have to roll for luck every now and then.

The thing is that skill, strategy, and human error CREATE variance. Putting RNG into a game merely decreases the value of raw skill and increases the value of getting lucky.

Imagine a Soccer game were every goal has a 10% chance of being worth 5 points instead of 1, for example. If a final score is usually a matter of 4 goals or fewer, implementing this change will sometimes cause a losing team to suddenly win, while an IDENTICAL game where everyone plays the same way but the RNG is different may result in that team rightfully losing. That's not good for competitive integrity, as the same circumstances and same play can lead to two different results.

In short, RNG creates circumstances you cannot outplay by being skilled, and that's not fun to be on the recieving end of. It makes players feel robbed of a deserved outcome not through their opponents actions, but through sheer dumb luck. This is why RNG is League is downplayed.

DrCyanide1 votes

Games like this were founded on dice rolls, true random.

lol, what gave you that impression?

Games like this were based off of the RTS genre, specifically Starcraft and Warcraft, which has no RNG outside of "what base will the enemy spawn at?"

Edit: If RNG is so good for the game, why is it only Crits and Dragons that are random? Spells don't deal random damage, non-crits don't deal random damage, jungle camps don't spawn at random times or in random places, etc. When there are only 2 random things in the entire game, and one of them is a combat ability, you've got to question how that fits in with the rest of the game.

ModThe Djinn1 votes

{quoted}Edit: If RNG is so good for the game, why is it only Crits and Dragons that are random?

Even crits are only psuedo-random. It starts increasing your odds as it goes so you end up VERY close to predicted outcomes over ten or so attacks

Irelia Bot1 votes

So you like getting double critted by a trynda at level 2?

Elements that are the result of human actions is one thing. Having dice and rolling them is another.

GankedByWindows1 votes

Less of RNG is a good thing because it increases how much skill factors into you winning. For example, take slots vs playing Poker. There is randomness in both, however being "good" at slots just isn't possible, and being good at poker is. You have much more control of your destiny when you reduce randomness.

In the context of league, this will promote very very passive and conservative styles. If you don't know when you can kill someone, why risk it? Just wait until the enemy makes a huge mistake where the variance doesn't matter because even the lowest roll will still net you the kill. Nothing feels worse than knowing you had a 95% chance to kill them and RNG decided that you taking that fight that was really one sided in your favor was a bad idea after all.

Viktor Von Lazer1 votes

This game is about SKILL. If you want RNG go play Magic: The Gathering, or Hearthstone. Those elements may sound "fun" but for league to even have pro-play or a competitive scene you need exact numbers. You need to know you WILL stun someone, you WILL do 60% of their health with your full spell rotation with your current items at you current lvl and that ignite WILL finish them off. If that outcome were based of luck, may games would end in frustration with play players saying "aww, he got first blood cause he got lucky, he's also playing an early game champion which can snowball said lead and now we lose all because of luck".

Right now we have a similar PROBLEM with drakes where if one team gets triple infernal (and each infernal makes it harder to contest the next one) they basically autowin. If you replaced those infernal with cloud, the possibility of winning at max items still remains a very real possibility. League community does not like RNG in general. You want to feel OUTPLAYED not out lucked.

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