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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Mon Jul 21, 2003 6:18 am    Post subject: Random Results [quote]

Just out of curiosity, what do you all use for simulating random results? I mean, usually your "Super-Duper-Flying-Kick" won't do EXACTLY 1000 damage; it'll do somewhere around 1000, but randomizing adds a bit of spice.

Personally, I like simulating dice rolls; it's old-school, simple, and provides I think a nice distribution. For example, instead of "100", it would be something like 10 rolls of a 10-sided die. With "1000", it would be 10 rolls of a 100-sided die. Of course, the question is skewed considerably if efficiency is an issue, but I'm assuming it's not.

Essentially you're balancing fairness with novelty. So where, do you think, does the balance lie?
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ThousandKnives
Wandering Minstrel


Joined: 17 May 2003
Posts: 147
Location: Boston

PostPosted: Mon Jul 21, 2003 6:42 am    Post subject: [quote]

Personally, I don't like playing games where the results are too unreliable. The player can plan out more complicated strategies and you can EXPECT the player to plan more while still being fair if you make the results reasonably consistent.

In order to give some randomness to the numbers, I take the offensive value and make it +/- 1/8th of the value. It looks like this:
offense += (offense>>4) - rand()%(offense>>3);
Defensive power is constant, this it the only variation in damage. Also, if the total damage is 0 or less (and you're not supposed to be healing, heh), then I give a 50/50 chance of actually doing 1 damage (lucky dog), or doing 0 damage (like you should, you worthless swine).

I use simulated die, sort of, in calculating enemy hit points. It basically amounts to an enemy having a certain number of "hit dice", only the dice are loaded to only give results between 7-10. Once again, I don't like too much inconsistancy. I think it detracts from strategic planning. RPGs shouldn't be too much like gambling, by my reckoning.

Also, I can't imagine efficiency being an issue with most battle calculations (besides AI in a real-time game), as most of these calculations are only made once in a while, not every loop, and certainly not hundreds of times every loop.
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Mon Jul 21, 2003 12:07 pm    Post subject: [quote]

I like the idea of dice rolls, it very simple and adds a bit of randomness.
But Jihgfed, don't you think 10d100 is a bit too unreliable?
Rather do something like (10d20) + 895, then you'll end up with results between 905 and 1095, wich is somewhere around 1000. I don't like it when my special moves might do even less damage than my normal attacks.

Even in WarCraft 3 they use dice rolls for every unit, with the added value, as shown in the example above.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Mon Jul 21, 2003 3:53 pm    Post subject: [quote]

In Feyna's Quest, damage is completely deterministic (although monster behavior is somewhat randomized). I feel that an action RPG doesn't benefit from randomized damage.

In Ghost of the Haunted Grove, I use the following formula:

Code:
base_damage = random in the range from 0 to attack_rating
damage_prevent = random in the range from 0 to defense_rating
damage_dealt = base_damage - damage_prevented
if damage_dealt <= 0: It is a miss.


This tends slightly toward the average amount of damage (because there are two separate random numbers), but actual damage dealt can and does vary wildly. I think this works well for this game, since the combat system is so simple that it would be dreadfully boring without the gambling aspect. I especially like the fact that no-one is immune to damage, no matter how great their defense rating or the attacker's attack rating.

If I ever get around to writing the big tactical/strategic rpg that I'm planning on writing, I'll probably keep a fairly strong random element, but balance it with an even stronger tactical element. For example, damage dealt in face-to-face combat varies wildly, but a rear attack always usually takes out an opponent in one attack. The random element would hopefully enhance the tactical element by letting the player respond to a variety of tactical situation that otherwise wouldn't arise.
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PoV
Milk Maid


Joined: 09 Jun 2002
Posts: 42
Location: DrAGON MaX (Canada)

PostPosted: Tue Jul 22, 2003 4:10 am    Post subject: [quote]

I like picking random numbers and crashing the game when it's 74. ;)
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ThousandKnives
Wandering Minstrel


Joined: 17 May 2003
Posts: 147
Location: Boston

PostPosted: Tue Jul 22, 2003 7:16 am    Post subject: [quote]

Quote:
I think this works well for this game, since the combat system is so simple that it would be dreadfully boring without the gambling aspect.

I think you are right about that. GHG was actually a really fun game to play through, perhaps more because of its simplicity than in spite of it. Also the infinite potion trick was fun too hehe. Yay for cheating!

And yeah, in an action RPG, it helps to be able to count on it taking a certain number of attacks to get a certain enemy killed. I know I'm always counting to prepare an approach strategy when I play Castlevania games.

Quote:
The random element would hopefully enhance the tactical element by letting the player respond to a variety of tactical situation that otherwise wouldn't arise.

Problem is the player doesnt just get to RESPOND to the situations but also gets to fall victim to them. On the other hand, yeah it sometimes makes it fun. Fire Emblem games certainly randomize data, especially hit percentages and skill activations/berserks. Thing is I just end up reseting the game over and over again until I get a result that doesn't get my guys killed like in Genealogy of Holy War (thanks to the neat built-in reset code, hehe).
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Tue Jul 22, 2003 8:59 pm    Post subject: [quote]

ThousandKnives wrote:

Problem is the player doesnt just get to RESPOND to the situations but also gets to fall victim to them. On the other hand, yeah it sometimes makes it fun. Fire Emblem games certainly randomize data, especially hit percentages and skill activations/berserks. Thing is I just end up reseting the game over and over again until I get a result that doesn't get my guys killed like in Genealogy of Holy War (thanks to the neat built-in reset code, hehe).


The general idea is that a lot of things are going on at the same time, and while they're individually randomized, the overall tendency of the system is toward some average. So while the fighter guarding the rear of the party may unexpectedly stumble and fall, this doesn't necessarily cost the player the battle. It's going to take a lot of delicate balancing.
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Tue Jul 22, 2003 9:31 pm    Post subject: [quote]

PoVRAZOR wrote:
I like picking random numbers and crashing the game when it's 74. ;)

That reminds me of that Futurama episode in wich Bender is about to be executed with a giant magnet.
"When this random number generator reaches 0, I will pull this lever... 10, 6, 12, 9, 3, 23... 0!"
Or something like that... sorry for going off-topic.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Tue Jul 22, 2003 10:41 pm    Post subject: [quote]

I think dice rolls are a pretty good idea, because then you get an automatic bell-curve effect with the total damage inflicted from the rolls. Like when you roll 2d6, the range is from 2-12. However, you have a 1/36 chance of rolling a 2 or a 12, and a 1/6 chance of rolling a 7. It's realistic because in real life you would get occasional "flukes" or "fuck-ups" but you would gravitate around the same general effectiveness range with your sword swings/gun shots/etc.
_________________
Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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ThousandKnives
Wandering Minstrel


Joined: 17 May 2003
Posts: 147
Location: Boston

PostPosted: Wed Jul 23, 2003 12:35 am    Post subject: [quote]

Quote:
The general idea is that a lot of things are going on at the same time, and while they're individually randomized, the overall tendency of the system is toward some average.

The law of averages doesn't really apply to RPG battles, because the sample set is simply too small. Over the course of the game, sure, but not in individual conflicts. That is unless it takes hundreds of attacks to kill one another. So, I mean, the player can end up losing a close battle using a good strategy but being betrayed by some lousy results. Because there simply arent enough random calls that their results can be "averaged out" over such a short span.

Quote:
It's realistic because in real life you would get occasional "flukes" or "fuck-ups" but you would gravitate around the same general effectiveness range with your sword swings/gun shots/etc.

That's sort of true, but of course that approach limits the kind of character progression that makes RPGs satisfying (for me anyway). That your characters can become more skilled and overcome the tendancy to have such flukes.

Of course, my standardized damage is augmented by hit chance/critical hit/block equations, which are effected by attacker and defender relative skill. I think the concept of hit rates and critical hits COUPLED with excessively random damage creates WAY too much randomness. I'm not sure whether people who use dice-style equation also use hit/critical/block percentages.
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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Wed Jul 23, 2003 6:59 pm    Post subject: More Randomness and Such [quote]

I've meant to get around to posting on this thread, given that I started it, after all. Sorry for being lax.

In Cairn Hill, I use a complex system for dice. Roll seven d100, and arrange them in order (so you could have 15, 31, 33, 48, 60, 78, 80). To find out degree of success, you take two dice and average them: your stats decide which two. If you have max stats, you take the top two dice, and would average them to get a score of 79; if you have average stats, you take the dice on either side of the middle die, 33 and 60, giving you a score of 47 (I round up because I'm nice).

Yes, it's fairly complex, and fairly random: but there are two reasons I like it. The first is that, in the game, success will usually be an either/or thing, which makes the degree of randomness less important, I think, and that, combat success and damage does not depend on this system, it uses something closer to a straight "subtract strength from opponent's health" system. The other thing, the one I really like, is that this system is explicit to the player. He can see the dice rolling around when he performs an action, can see which dice are used, etc. This way he can see the difference between levels not only as a final result, but by the process. I hate looking at a stat screen and seeing "Sword Skill 5", "Mace Skill 10", and wondering: "does this mean I'm only going to be twice as likely to hit with a mace, or not"? This way, it only takes one experiment to find out. Coolest in my opinion, though, is that there are spells to modify probability. You can set one die at 50, say, making all rolls tend more towards the mean. If you have the MP equivalent, you can set them all at 50, giving you an automatic 50 on all your rolls.

Anyway, I'm big on making things explicit to the player, and this seemed like a good way to do it. I did some testing, by the way, and the numbers came out as I wanted.

Usually, I think randomness is better the more similar encounters you will have, to provide variety. If all or most of your encounters are unique, you really don't have any need for randomness at all. Also, the more the enemies' statistics and the workings of the game are revealed to you, the more randomness is necessary, I think, so it doesn't just become number crunching.

Here's a thought: what about "forcing" deviation towards the mean? I don't know about you, but my big frustration isn't losing half the time when I should be winning twice as much, it's losing three times in a row. If one forced random results to be more fair, say, by halving the chance of an event re-occuring, would that make for a better game, do you think?

Thanks for all the answers, by the way.
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