What is with Riot's fetish for RNG in every single thing nowadays?

1 800 GGTOOEZ·5/17/2018, 1:11:30 AM·19 votes·7,863 views

Jesus Christ, it seems nowadays that when Riot doesn't have an idea on how to do something, they just throw randomness into it. It's getting really old, and having games decided by random elements feels really cheap.

41 Comments

Celebrimborr5/17/2018, 2:03:28 AM9 votes

Makes every game FRESH and EXCITING... or so they think

KZ Engel5/17/2018, 3:31:34 AM5 votes

LC$

JoeMG5/17/2018, 5:21:14 PM3 votes

I guess it's an unpopular opinion, but I don't think drake rng is that bad. The same drake is available for both teams in a known location at a known time. You even get a heads up what drake it will be so you have some time to plan and set up for that infernal.

Scuttle rng on the other hand is bad because it's a random (50%) spawn which means if one jungler is clearing the opposite side, they are at a huge disadvantage for even attempting to contest it. Bad rng is rng you can't plan around.

MetalGearTeemo5/17/2018, 8:41:53 PM2 votes

Riot only hates RNG when its called "Dodge". [sg-poppy]

Teridax685/17/2018, 11:19:03 AM1 votes

[{quoted}](name=1 800 GGTOOEZ,realm=NA,application-id=3ErqAdtq,discussion-id=krE1XBYT,comment-id=,timestamp=2018-05-17T01:11:30.402+0000)

Jesus Christ, it seems nowadays that when Riot doesn't have an idea on how to do something, they just throw randomness into it.

I think there's some truth to this, not necessarily because Riot consciously admits to having no idea how to implement a kind of gameplay, but because that's generally the purpose of randomness of any kind of system: because RNG can spontaneously create a whole different series of outcomes, it's typically used in most games, experiments, etc., as a quick-and-dirty way of generating different scenarios. In games, it helps to create high moments, even if most of its outcomes may not necessarily be as fun or exciting. It's basically the same principle as throwing an infinite number of darts at a board, while blindfolded, in the hope of hitting the bullseye from time to time.

In games with simple core mechanics, i.e. pen-and-paper games, RNG makes sense, because there are so few determining factors to the outcome of any situation, that one needs some unpredictable outside force to add some variance. However, even in those cases, it's frequently up to the players to massage the rules somewhat to enable more interesting scenarios, and slightly more complex games in that range tend to have rules that codify that. Essentially, players generally have an idea of what constitutes the most interesting gameplay, but it's not necessarily fully represented in the base ruleset, or the random outputs they rely on. The same exists in more complex games like League: there are generally high moments to be had from some RNG outcomes, but only because there is an underlying, non-random pattern for how those situations arise, one the designers haven't fully managed to turn into in-game rules. RNG therefore tries to ape that pattern using a much simpler system, with accordingly lesser results. Were the designers to fully understand how to reliably generate good gameplay and fun scenarios from those same inputs, there would be no need for a RNG system at all, as the rules they'd implement would cover those much better. Randomness therefore serves to implement an approximation of good gameplay, when one does not have the time, resources or knowledge to frame said gameplay properly otherwise, so to see it used more frequently now I think indicates a degree of laziness, as well as a great deal of misplaced faith in the mechanic.

LordGeovanni5/17/2018, 11:14:54 PM1 votes

Certain things should be rng like item 3086 or they should lose lots of damage for being made not rng like making crit do 25% more damage instead of 100% more. and yes i do mean a 3/4 cut for a doubleing of crit chance .... the first time. its being doubled again

Lleajy5/17/2018, 11:37:55 PM1 votes

Beside crits and drakes, what is random ?

LordGeovanni11/18/2018, 7:01:19 PM1 votes

i remember 40% crit builds and things would still get shredded. now the double the crit chance increased base attack speed (so bonus attack speed is more effective) increased base ad increased base hp but only on ranged champions. and they took away only 15% of crit damage maybe 30%