The problem is not that there is RNG, it's that RNG has more impact than skill


#1

The higher ranking I’ve gone (mid 4k now) the more I’ve realized that skill is less important than luck in this game, which is the real problem, not that luck exists.

A single 5% crit can and usually will decide a battle if it takes down a dino that otherwise was going to get kills.

Reading your opponent’s moves and swaps gives you an advantage but can be immediately rendered unimportant the moment someone’s indoraptor gets a 20% crit, or someone’s 75% stun(s) misses, or someone gets a 10% stun, or someone gets 3 turns of full cloak.

RNG is fine, it’s good to have battles be dynamic. But battles right now are decided by RNG. It’s like 30% skill, 70% RNG. Games like Pokemon strike a better balance for turn-based gaming. As I’m approaching the higher levels of play now I’m seeing that this meta does not.

Additionally, due to how fast/few turns battles are, luck doesn’t really “even out” over the battle. Whoever gets lucky first wins.

Some ideas that could increase the impact of skill (prediction, planning, match-up knowledge):

  • Show the dinosaurs that each player was dealt to the other player.

Some ideas that could reduce the impact of RNG:

  • Dodge is re-worked so that being stunned also knocks you out of it. (How are you dodging if you are stunned, anyway? haha), or perhaps so that crit % of the attacker also reduces the opponent’s dodge chance.
  • Crits just do less extra damage than they do now.

  • Held items ala-pokemon (which you can see when you hold-press a dino, I don’t think fully hidden would be a good idea for this game) or “equipment” could add a similar dynamic feel to battles and prevent them getting stale and all-the-same, and allow RNG to be toned-down. Plus a little customization would feel great anyway.


#2

brace yourself for incoming nonsensical arguments supporting RNG :roll_eyes:


#3

Evasive and Cloak too RNG,make it have 60% and 70% reduction to damage for 2/3 turns(can be nullified)
and Critical make it has less impact.For stuns etc have no idea


#4

Hmm…honestly, the most RNG thing might be random choose 4 dinos from 8

Sometimes you know there’s capable counter for RNG opponents in your lineup.
System just even doesn’t choose them to the battle in a row, so you’ll got no any choice but keep defeated.
But I’ll still not support let players select their favor 4 dinos for some reason.


#5

I am in support of RNG myself. There are chess masters who spent decades playing the game, realized it gets stale, and started suggesting randomization aspects. I just want the luck to be less important than skill (prediction, knowing what can and can’t swap in, ect) is.

Random brainstorming ideas to that effect (I am not saying that all of these should happen–especially not saying all of these should happen at once–just discussion points):

  • Dodge is re-worked so that being stunned also knocks you out of it. (How are you dodging if you are stunned, anyway? haha), or perhaps so that crit % of the attacker also reduces the opponent’s dodge chance.

  • Crits just do less extra damage than they do now.

  • A “Primal Meter” (because dinosaurs?) for the entire battle that increases when any % based effect triggers (dodges, crits, stuns, ect) that increases the odds of all % based things occurring. That way luck would even-out better over the course of a battle, despite battles having a very limited number of turns. (Obvious draw-back and thing to consider is how that would effect moves like Minimal Stunning Strike)

  • 75% stun moves can be made 100%s, it feels crummy when you win because someone misses one, and it feels crummy to have one miss.

  • Held items ala-pokemon (which you can see when you hold-press a dino, I don’t think fully hidden would be a good idea for this game) or “equipment” could add a similar dynamic feel to battles and prevent them getting stale and all-the-same, and allow RNG to be toned-down. Plus a little customization would feel great anyway.


#6

I’d love a little window that shows who I’m playing, their current team, and when they pick a dino it’s icon shows a little checkmark. Then I know what to do.


#7

@D_MOL Like, being able to see which 4 dinos your opponent got dealt? That seems like a reasonable suggestion, especially now that swap-in effects have been added, which are pretty much impossible to plan for because you don’t know what creatures they have.


#8

RNG is the very definition of uh… chaos.


#9

Apparently my attempt at sarcasm failed. oh well. Showing the opponents each others teams and what they’re about to play would be dumb.

I actually like things as they are and my wins and losses due to rng are probably about equal, and still only a small fraction of my overall battles.


#10

Rng sucks really badly in this game! Makes it impossible to use strategy hey my Rex should counter a tank oh woah the tank crit me for more damage than Rex would b4 he got ko with a 5 percent chance so strategical!!! Not!!!


#11

The main problem is that some creatures just should not have a crit rating it should be like raptors only