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megraam's avatar
9 years ago
Solved

RNG-based block is a BAD design which should be reworked

Everything about this game design is bad: both 1 or 2 or 3 segments RNG block (damage negation) and 4 superpowers.

It's easy: human nature is we remember our bad luck rather than good luck: and out of the 500+ games we need to play to reach Ultimate we are going to remember these insane 3+3+2 enemy segments, your 1+1+1+1+1 blocks, their 1 out of 3 draw from superpower which wrecks you completely. And the opposite player won't remember that and would be just as pissed when you will get your lucky streak.. which you won't remember at all too.

Basically devs make a system which brings variety to the game but does nothing but gets people pissed and I highly doubt that's their intent.

  • megraam's avatar
    megraam
    9 years ago

    And this is what I have addressed in the OP from the very beginning. People tend to remember their losses based on random luck of their opponents or unluck of themselves much more than their wins based on the reverse outcome.

    It means if it's truly random and evens itself out you will have pissed off players from plants and pissed off players from zombies.

28 Replies

  • megraam's avatar
    megraam
    9 years ago

    @Gabochido wrote:

    @megraam wrote:

    @Gabochido wrote:

    @megraam wrote:
    Then it should be obvious to you mtg article above isn't about the randomness of the block of pvzh at all. 

    Seems to me you didn't understand the article yourself 😉


    Such well reasoned and argumented point of view, wow.


    You have to fight fire with fire, your arguments are usually just as reasonable 😉, though you like to dial the obnoxiousness dial up a bit more and I'd rather not go there. I mean, I've already repeatedly explained just how this particular gameplay element allows control from a skilled player while at the same time generating exciting outcomes and how that makes for a well designed and enjoyable addition to the game. If you can't understand that, I can't help you much more.


    Too bad the gameplay the article is about and gameplay of block mechanic in pvzh aren't the same at all. Also would you please stop with ad hominem and NO U "arguments"? 

  • Gabochido's avatar
    Gabochido
    Seasoned Veteran
    9 years ago

    @Viiksisika wrote:

    I read the article and I still dont see point of making any TCG that involves drawing to implement any more RNG effects or atleast reduce those as close to 0 as possible. Or atleast make them as contollable as possible by the players.

    As MR wrote on the article rolling a die in card games has been found to be bad desing because players dislike it. It also says that any RNG icons should not be presented in the game as it displeases players. Both of which can be found in the block mechanic of the pvzh. Of course players have somewhat ability to control it by deckbuilding, playing cards in correct order etc, but the third violation of a good RNG mechanic comes when the game is sometimes decided by that block mechanic.

    Pvzh has other RNG effects too, that I dont understand either. Bounce a random dude, do damage to random lines etc. can also decide games and that is not how to make a good RNG in a game as MR writes. Heartstone also has lots of those cards and that is one of the reasons why I don't play the game anymore.

    Drawing RNG or as MR writes Library RNG is the safest way of doing RNG and I think it should be the only RNG thing in these games. Of course there are other opinions too. If u can take that away as well good, but usually thats not the case and people are accustomed to it and expect it in a TCG nowadays. Enough is enough.


    As a Spike-type player (hardcore, wants to win more than wants to have fun) this is the usual attitude when faced with a gameplay element based on luck. If you can't fully control it, it must be bad. But that ignores the many other player types and a big part of what makes a game fun and appealing. A lot of people don't realize that there is a huge percentage of players that do enjoy these types of "gimmicks". You really need to be in the game developing business and see how all the people react (not just those in the forums), how sales go, how game telemetry tells you about how people are playing and reacting to your game to see the big picture.

    I can't convince you to like the idea of a luck based gameplay element or make you enjoy it just by telling you that you should, and unfortunately, I don't have access to the type of information that the creators of the game have, but from my experience in seeing how other games are designed and how people react to them, I can promise you that, in general, these types of things are very successful across a wide variety of player types and a large and considerable percentage of players and it is this why they are added to the games.

    Also, you should realize that when the shield block seems to "decide" a game, it's not really the deciding factor, only the last factor before the game is decided. A whole slew of plays happened to get to that point, play that could have been manipulated by each player to have a different outcome, including multiple hits that affect the shield itself. MR is referring to single instances of randomness that affect the game and that decide the game without regards for the rest of the game. Don't know if you are a Harry Potter fan, but one design "flaw" that Quiddich has is that catching the golden snitch basically decides the game, regardless of how well the rest of the team played. If this was decided by the flip of a coin, then would be the type of element that can bring down good game design through randomness. In general, the shield block follows all 3 of the first random tips that MR suggests, and the 4th one is the only one that it doesn't in the sense that there is obvious randomness in how this works.

    By the way, MR never uses the term RNG, that's because it actually means Random Number Generator and that only applies to luck emulated by a computer program. It's an unfortunate terminology that often bothers those who work in programming actual RNGs 😉

  • Gabochido's avatar
    Gabochido
    Seasoned Veteran
    9 years ago

    @megraam wrote:
    Too bad the gameplay the article is about and gameplay of block mechanic in pvzh aren't the same at all. 

    It is exactly the same. It is a gameplay element that affects the game. It gives an upside, it is controllable, It gives surprises, it allows players to play differently, it creates design space, it allows players to react. These are the exact things that MR talks about. It also has, admittedly, some of the downsides, but then every gameplay element with randomness has those. Why would you say it isn't? 

  • megraam's avatar
    megraam
    9 years ago

    And this is what I have addressed in the OP from the very beginning. People tend to remember their losses based on random luck of their opponents or unluck of themselves much more than their wins based on the reverse outcome.

    It means if it's truly random and evens itself out you will have pissed off players from plants and pissed off players from zombies.

  • Gabochido's avatar
    Gabochido
    Seasoned Veteran
    9 years ago

    megraam wrote:

    And this is what I have addressed in the OP from the very beginning. People tend to remember their losses based on random luck of their opponents or unluck of themselves much more than their wins based on the reverse outcome.

    It means if it's truly random and evens itself out you will have pissed off players from plants and pissed off players from zombies.


    As usual, just circling back to the same things without acknowledging the information put forth.

    I already address this first thing. If the gameplay element is well designed, then people will enjoy it and remember the good things about it, and this is a well designed gameplay element, at least by Mark Rosewater's descriptions of what makes a good gameplay element, and I'd wager there are quite a few more examples than that one you tube video I showed you. You should also acknowledge that most people love to come to the forums to complain about bad luck than to boast good luck, so it's not surprising if you see a few more people describing their bad beats.

  • megraam's avatar
    megraam
    9 years ago

    @Gabochido wrote:

    @megraam wrote:

    And this is what I have addressed in the OP from the very beginning. People tend to remember their losses based on random luck of their opponents or unluck of themselves much more than their wins based on the reverse outcome.

    It means if it's truly random and evens itself out you will have pissed off players from plants and pissed off players from zombies.


    As usual, just circling back to the same things without acknowledging the information put forth.

    I already address this first thing. If the gameplay element is well designed, then people will enjoy it and remember the good things about it, and this is a well designed gameplay element, at least by Mark Rosewater's descriptions of what makes a good gameplay element, and I'd wager there are quite a few more examples than that one you tube video I showed you. You should also acknowledge that most people love to come to the forums to complain about bad luck than to boast good luck, so it's not surprising if you see a few more people describing their bad beats.


    Actually the fact people are more upset about it than happy means this element isn't well designed. Exactly what I have said in my very first post. Please acknowledge this information. And MR article is irrelevant since this random element isn't controllable to an adequate extent. 

  • A simple example as I play right now

    . See how 3 enemy attacks have given me 3 segments of block? See how 1 mine attack has given him 3 segments? Do you think he is happy about it to the same extent I am pissed off at this game? Now please explain how was I able to control it.

  • Anonymous's avatar
    Anonymous
    9 years ago

    I'll use Randomness instead from now on.

    Why make the randomness element so intregated to the game that those Spike players revolt? Why not make casual cards or even a separate game mode with randomness for casual and keep the rest of the game as competitive as possible? That would please all players. Heartstone atleast tries to do exactly that. There is some exceptions of course but Blizzard does try to nerf them quite well.Still don't play it anymore as there is other reasons behind it as well.

    As there is already the drawing randomness effect, as a competitive player (or actually I'd like to be, but I mostly like deckbuilding in TCGs so it's hard to be competitive as I don't play enough) I'd like that randomness would be minimized as much as possible. As I said and Donna Summer before me, Enough is Enough!

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