Название | : | The Delta of Randomness - Can You Balance for RNG? - Extra Credits |
Продолжительность | : | 7.17 |
Дата публикации | : | |
Просмотров | : | 535 rb |
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Remember crits are fair and balanced Comment from : Mountain Man |
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Or you could make a high delta of randomness but it’s bad in the opponents favour Comment from : mr gamer cool dude |
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edit: thanks for the likes Comment from : OddTylerJames |
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00:55 Comment from : Joel |
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Fucking discover perfect cards! Comment from : Gorg |
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Found this gem in 2020 If Blizzard had watched this video, puzzle box of Yogg-Saron wouldn't have been printed Comment from : Quantum Atom |
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Can you suggest input randomness and output randomness which i can apply to OOKI BLOKS game Comment from : Alisha Mandholia |
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I enjoyed a few rng grind fest games for a while but now I refuse to play if I see rng loot, levels or microtransactions Comment from : jesus |
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I think that's the first time I've heard anyone use "indubitably" without intending it to be comical or ironic Comment from : pyrotheevilplatypus |
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Wizard101 does this amazingly with its spells you can cast Comment from : cody123 nerf9 |
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Wait, if he doesent have weapons, why would he have a card that boosts weapons? Comment from : FairerPlayz |
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2:05 Powercreep:Did someone call me? Comment from : Gatsmen |
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Rear xd randem mlg Comment from : shyne |
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do this trough the sense of yu go oh Comment from : Tom Curl |
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Randomness shouldn't exist in multiplayer games, at least competitive ones, it makes winning less about the player or team's skill I think a good example of removing random elements is Team Fortress 2, its competitive formats lack almost any randomness There are no random critical hits, no random bullet spread - shotguns fire a fixed pattern, and no random damage spread, though this has been removed from the casual as well Comment from : inkublu |
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could you apply this example to a game I actually played? Comment from : MysteryCJgamer |
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If you know nothing of Hearthstone, this video will make no sense to you Comment from : Seph |
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Ah, Yogg-Saron Comment from : Lucas Tanner |
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But unpredictability makes memes good man Many memes And sometimes top tier decks too!! Hallo spiteful summoner :3 Comment from : quick beam |
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The guys who designed the Kobolds and Catacombs expansion should really take a look at this video Yes, I am looking at you, damned ass Spiteful Summoner Comment from : Vinicius Freitas |
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This actually reminds me of a game I played called Wizards101 I mained a storm wizards (basically I hit the hardest, but I died the easiest and I was more likely to fail at casting The low health is what really evened the school out because mobs could one hit us as well back in the day) There was one card that only storm wizards could use in the first arc of the game, before they came out with the second and third arc This card would deal 1000 base damage, which was a lot in the first arc! No other card came close to it, and it would always one hit a mob if you had boosts on The thing is I think this was part of the "randomness" you talked about, because this card also had the highest chance to fail, fizzle, with a 10 cast rate Most storm cards had a 70, and while they were all strong, none of them could top that one card But because it only had a 10 chance of success, you rarely saw it in play It was a last ditch effort to win the boss fight when you and your teammates were out of attacks and heals and reshufflesbrbrOf course, as the second arc came out they changed the card so it was more usuable With the second arc came stronger cards for the higher levels If they wanted to keep that card in play for a bit longer it had to change, since it was a card that you could only get late into the first arc Yet they still kept the randomness with it, by chancing that you might get 10, 100, or 1000 damage They also raised the success rate to 70 Comment from : ParanoidLeviathan |
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In magic the gathering that curve is called mana curve Comment from : M L |
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Two words: Yogg-Saron Comment from : Awesome Fuzz |
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Yogg Comment from : Brett Roper |
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You should have done X-COM Comment from : General_WCJ |
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It made sense, but it would have been nice to see some examples from OTHER games and scenarios, than just a whole bunch of talk about Hearthstone Comment from : Jessica Lee |
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One time is had a 2 4/3s on the board and a 9/14 with taunt the opponent had an obsidian statue down (you have to kill it first and when it dies it kills one of your minions at random) take a guess at which one it killed Comment from : FrostSylph |
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Potato Comment from : 77FantasyAngel77 |
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yogg lol Comment from : Peter Eberhard |
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For randomeness on rhe surface why did you not say something about X-COM Comment from : General_WCJ |
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Or playing Mr Game and Watch on Smash Bros and hoping for RNGesus on the side-B Comment from : MrNerd314 |
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Well that was random Comment from : AlphaArts |
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Ahh, flame juggler The old and by now quaint "do you win this game on turn 2? Let us see!" situation generator, particularily in arenabrbrand it got marked here as "low delta"? Huh Comment from : Abdul Masaiev |
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Time Wizard Comment from : Pika Zilla |
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Oh my god I love this animator, the facial expressions are so wonderful Comment from : Tibby the Gay Cat |
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5:41 I was half-expecting some visual puns there X ) Comment from : Jimmy C |
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How to balance RNG; 1 Don't do what Game Freak doesbr 2 Profit Comment from : Doctor Mitchell MD |
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I love your animations or progressive drawings the personification you put on the objects make the videos somewhat funny Keep it up and yes I kniw this video is possibly several years old but still I love your content Comment from : Dr Gearswell |
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What about in single player games, like Final Fantasy or Earthbound? Comment from : DDaddySupreme |
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Yogg does this perfectly after it's nerf Comment from : Hunter Bresler |
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I like these discussions, and I appreciate examples but I wish that they would zoom out and give a more general view of RNG in games and not just endlessly talking specifically about Hearthstone Comment from : Overkillius |
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U no wut I want? a card tht wen u play it thers a 50 percen chanc u automatclly win or lose das wit i wan Comment from : RanOutOfSpac |
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This video should've mentioned Yogg'Saron Comment from : yor |
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be thankful EC not using magic the gathering as the examples Comment from : YEEAAHH |
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I agree with you from a design standpoint, but from a hearthstone player standpoint flame juggler is not an innocent delta card, wether the effect hits a 2/1 or the opponent face is literally game defining Flame juggler is probably one of the worst examples if randomness Comment from : Lucas Gaitan |
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Yeah sure, but it's iYogg-saron/i tho Comment from : Balázs Papp |
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Yogg-saron WAY too big delta curve xD Comment from : Cobble |
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What about Yogg-Saron? He is far under the curve as a 10 Mana 7/5, and his random effect can do absolutely anything Comment from : Rùven Sanguir |
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Paise yogg Comment from : Barnesrino Kripperino |
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And now we have Yogg Saron lol Comment from : AchromicWhite |
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"Mah powah cuuurb" yawn Comment from : bbbuster |
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"Bow down to the God of Death" Comment from : Orlando Estevez |
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4:22brit can actually be game breaking Comment from : PCubiles |
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random crits are fair and balanced Comment from : rapidibibo the 2 ̇ |
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This episode should have been remade for new karazhan portals and yogg saron x) Comment from : MonsieuxChat |
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Weird thing is, Flame Juggler can actually be far worse than Spellslinger given that most games are won by whoever gains an early tempo advantage 1 damage doesn't seem like much, and late in the game, its basically just a minisculely better Crocolisk But on Turn 2, after your opponent has played a 1-health one-drop (Which there are a multitude of), that one damage can decide who has the board advantage for the majority of the game Imagine if the card was just "Battlecry: Deal 1 damage" Even as a neutral minion with an average statline, that would not only be a straight upgrade over a THREE-DROP MINION(Ironforge Rifleman), it would probably be one of the most played cards in any tempo-based teck just because of the huge advantage it can give Comment from : Roberto del Fuego |
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woah, woah, im not random Comment from : Agent Delta |
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What would c'thunn's delta of randomness be? On one hand, it's purely random if it does enough to anything to kill it, but you can also ensure it wipes the entire board Comment from : Kellen Liame |
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Umm excuse me?! Are you telling me you NEVER set the enemy to 1 health while they have a full board and use flame juggler to decide the game? Comment from : Blaze Hawk |
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I dunno This seemed like kind of an out of the blue topic You might even say it was random Comment from : YoshisaurUnderscore |
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dat river reference Comment from : Carlos Ochoa |
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yogg intensifies Comment from : Ruben de Bruin |
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just waiting for a kripp meme Comment from : christian garrison |
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"YOGG" Comment from : fennecfox 611 |
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I don't play Hearthstone, but another good example of this is the indie game Darkest Dungeon In that game, there's a lot of random chance, but the delta of randomness is small enough that it never feels unfair, and every time you get a positive outcome it gives you a feeling of euphoria I would definitely recommend that game to anyone who wants to see this done really well Comment from : Charlie Lomax |
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Yogg saron Just Yogg saron Comment from : KebabRemoveth |
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I already have designed a card game , but before I allow it to become a public offering I'd like to have a definite system to determine any cards strength so how do I make a power system exactly? Comment from : Antonio walker |
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What are some good random elements in a fps game? Comment from : blargvader |
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im an extreme breed but i can't stand a game with a major randomness element, i want my competative games to be able to be broken down to framedata and maths Comment from : X X |
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random crits are fair and balcened Comment from : A E Richardson |
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So, high risk and high reward, with game context as an adding variable Comment from : Switchback Channel |
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this was great you should do more hearthstone shows ;) Comment from : matriarch918 |
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Using playing cards in a video game is skeuomorphism Comment from : PDB |
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one rule that I follow when making games is that random bad things should be EXPECTED (happens more than half the time rnd for it is rolled) and good things should be unexpected (happens less than one fourth)brthat way whenever randomness causes play to deviate from the usual event, it is always a happy surprise like you just won on a scratch off lottery ticket Comment from : Phil V |
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I'm designing a game with an element with which there is an large Delta of Random: It is a consumable weapon which when it hits, it causes large damage, but usually it doesn't hit It is supposed to be rare, unique, middle-game element Do you think is a well balanced concept? Comment from : Visual_Vexing |
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i'd love to have this explained in a context i understand because hearthstone and TCG's are not my cuppa Comment from : Maeve Rose |
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I'm gonna have to disagree, flame juggler is one of the most cancerous cards in heathstone board control on turn 2-3 decides the game, every time Basically games just become coin flips on turn 2-3 Comment from : isaac galewsky |
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Yogg-Saron would enter perfectly or very poorly in this video Depends on the rng lol delw/del Comment from : Craylik |
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I like destiny's smart rng system Comment from : PixlPlayer |
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"The use of randomness in skill based games"brbrimmediately adds TF2 Comment from : Mason Wang |
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Yoggsaronbr'Nuff said Comment from : Visteus |
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2 mana 2/3 is slightly above an average curve If you multiply 1 mana cards, it may seem so, but 1 mana should be 2 of stats together for example 3/5 is about 100 of 4 mana But another thing is, that both values have a special minimum a 0/10 for 5 wont make the cut because it isnt useful at all Comment from : Quinn |
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Meanwhile, sniper from X-COM: "wait Did command say they want me to shoot that berserker, who is currently tearing ass through our squad, or that potted cactus? Man, that cactus sure looks menacing, I better take it out first" Comment from : Lukas B |
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Randomness doesn't have to be so simplistic with no control over itbrbrYou can have a system that is sufficiently complex/difficult to predict so that you can never be 100 sure of the outcome, but you can be certain of an outcome within a certain range of effectbrbregbrA fighting game that rewards better timing with more damage If you get the perfect timed hit, you get max damage, and you strive to get that perfect timing But it is extremely hard to do, especially with factors like movement, aim, and dodging all occuring from each player So usually you can't predict the exact outcome, creating a sort of "complexity randomness", but you will likely still get pretty high damage because you came close to the perfect timingbrbrAlso, the better you get, the better you get at prediction and mastering the complexity, giving you more consistent results But never perfect Comment from : Johan |
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Have you heard of yogg sauron? Comment from : Catwif |
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