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Remove Damage Randomization

Author
Sigras
Conglomo
#1 - 2011-09-28 07:43:36 UTC
All game generated randomization is bad in a competitive environment; its why random crits are disallowed in competitive TF2 servers, and why I can count on a marine doing 6 damage per shot every time in SC2.

It makes victory a function of skill not a function of luck, however Eve still has a random function that modifies the hit algorithm when calculating damage done.

This can be seen when firing on a stationary target within optimal range while stationary. In this scenario every shot should yield the same amount of damage (100%) but it does not indicating the random function's effect.

This random function should be removed so that hit quality is solely a function of tracking meaning any damage mitigated is due to skill not luck.
Meditril
Hoplite Brigade
Ushra'Khan
#2 - 2011-09-28 12:50:50 UTC
I tend to disagree. If you don't like random damage then use missiles. It makes the game much more thrilling that you can not always calculate the damage you recieve. Just think about frigates orbiting a larger ship. If you always would just get 1 dps then you could easily tank it in all cases. Currently you will recieve 0 dps almost all the time but there is the chance of 1% that you get hit with a precision hit which results in 3 x damage of the gun which usually pops a small frig. This is what make the thrill in the game and it should stay as it is.
Sigras
Conglomo
#3 - 2011-09-28 13:16:00 UTC
so, to clarify, you like being able to be randomly vaporized through no fault of your own because you got unlucky?

I also like the thrill of a PvP fight, but all of the randomness should come from my opponent's unpredictability or a mistake on my part, not something in the game that randomly decided that for no apparent reason my opponent should do 3x as much damage this volley.
Brandoe Chung
Beyond Divinity Inc
Shadow Cartel
#4 - 2011-09-28 13:30:58 UTC
Hmm a bit of yes and no in here for me. Yes if you are not moving and the target isn't moving you should probably do full damage all the time. And I've noticed that for the most part I the deviation being so small that it doesn't make that much of a difference.

But I do like the "lucky shot" thing on smaller ships. Now let's be honest a battleship shooting at a frigate is going to make this shot once in a blue moon. In fact I've found that this happens when the frigate is changing direction and it's transversal drops and the battleship and or larger gun mount fires when the frigate is at a low transversal. For the most part when you do hit them it's a glancing blow and does a pathetic amount of damage.

I just think that the formula needs to be tweaked somewhat, since it was made pre-speed nerf. Could be why Hybrids suck so much. But that is another thread.
De'Veldrin
Republic University
Minmatar Republic
#5 - 2011-09-28 13:50:32 UTC
Sorry, I can't support this. Sometimes those lucky shots make you feel like the hero in a movie script. The adrenalie's flowing because this frigate's got you tackled, and you're into structure, then *BOOM* 3x damage, and he pops.

Why would you want to take that rush away? Hasn't CCP dulled the edge off this game enough on their own in the last couple years?

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Goose99
#6 - 2011-09-28 13:58:24 UTC
Brandoe Chung wrote:
Hmm a bit of yes and no in here for me. Yes if you are not moving and the target isn't moving you should probably do full damage all the time. And I've noticed that for the most part I the deviation being so small that it doesn't make that much of a difference.

But I do like the "lucky shot" thing on smaller ships. Now let's be honest a battleship shooting at a frigate is going to make this shot once in a blue moon. In fact I've found that this happens when the frigate is changing direction and it's transversal drops and the battleship and or larger gun mount fires when the frigate is at a low transversal. For the most part when you do hit them it's a glancing blow and does a pathetic amount of damage.

I just think that the formula needs to be tweaked somewhat, since it was made pre-speed nerf. Could be why Hybrids suck so much. But that is another thread.


When the frig makes a hard turn and transversal drops, it's not random. You're supposed to score a big hit. The pilot has no one but himself to blame for turning off prop/getting webbed/whatever else caused the hard break & turn.
Brandoe Chung
Beyond Divinity Inc
Shadow Cartel
#7 - 2011-09-28 14:11:11 UTC
Sorry didn't mean for it to come out like that. I know you get a good hit if they drop transversal and yes it's the pilots own damn fault for doing it.
Sigras
Conglomo
#8 - 2011-09-28 14:27:07 UTC  |  Edited by: Sigras
De'Veldrin wrote:
Sorry, I can't support this. Sometimes those lucky shots make you feel like the hero in a movie script. The adrenalie's flowing because this frigate's got you tackled, and you're into structure, then *BOOM* 3x damage, and he pops.

Why would you want to take that rush away? Hasn't CCP dulled the edge off this game enough on their own in the last couple years?


If you want that feeling, earn it through doing something that causes your opponent to drop his transversal; dont rely on luck to get you out of a bad situation.

The entire game is based on knowing exactly when something is going to happen or not. How would you like it if randomly every 5 minutes the game changed the range of your warp disruptor +/- 4 km so if you got really lucky, you could scramble someone at 28 but every so often you'd get really unlucky and someone would get away at 20.

It would be more of a rush, more of a "can I keep this guy scrambled or not?" but would it be better? no! because that has nothing to do with skill, you might as just role the dice and see who wins because its not based on skill its random.

I know im exaggerating the importance a bit, but I hate the idea that I can lose a ship not because of anything I did wrong, but because I didnt appease the Eve gods correctly that day and the fates conspired against me.
Solinuas
Viziam
Amarr Empire
#9 - 2011-09-28 15:04:05 UTC
Well thats kinda like saying, i shouldn't be able to randomly get run over by a car because i think luck shouldn't affect me.

i personally like it, it makes all of the fights less predictible, like someone could be active tanking you in armor and you keep getting them to low armor and then they OH and rep to full, but as they get low you get a great shot and punch em through struct and into thier pod, i like that effect (and hey if it happens to me i'd be like "**** Gj man, nice kill" so no saying id ***** and moan if it happened to me XD), also its kind of fun not having a "static" DPS like missiles do you can get a bit more, a bit less, its more fun that way. I mean a static DPS would take away the whole REASON i use turrets
De'Veldrin
Republic University
Minmatar Republic
#10 - 2011-09-28 15:35:16 UTC
Sigras wrote:
De'Veldrin wrote:
Sorry, I can't support this. Sometimes those lucky shots make you feel like the hero in a movie script. The adrenalie's flowing because this frigate's got you tackled, and you're into structure, then *BOOM* 3x damage, and he pops.

Why would you want to take that rush away? Hasn't CCP dulled the edge off this game enough on their own in the last couple years?


If you want that feeling, earn it through doing something that causes your opponent to drop his transversal; dont rely on luck to get you out of a bad situation.

The entire game is based on knowing exactly when something is going to happen or not. How would you like it if randomly every 5 minutes the game changed the range of your warp disruptor +/- 4 km so if you got really lucky, you could scramble someone at 28 but every so often you'd get really unlucky and someone would get away at 20.

It would be more of a rush, more of a "can I keep this guy scrambled or not?" but would it be better? no! because that has nothing to do with skill, you might as just role the dice and see who wins because its not based on skill its random.

I know im exaggerating the importance a bit, but I hate the idea that I can lose a ship not because of anything I did wrong, but because I didnt appease the Eve gods correctly that day and the fates conspired against me.


I get what you're saying - I just don't agree with it. That random component actually helps the combat feel more real to me. Consider for example, you can make all the right choices, do all the right things, and still get run over by a bus because the guy driving it wasn't paying attention. No fault of your own - you did what you were supposed to do, but fate (if you like) rolled the dice and popped you one.

If anything, they should add the randomizer to missile damage and throw in critical misses too (oops, gun jammed - reload your ammo and start firing again).

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Nova Fox
Novafox Shipyards
#11 - 2011-09-28 15:44:22 UTC  |  Edited by: Nova Fox
The universe isnt fair, why should eve be?

To further interate

Critical hits do happen in real life btw as well as uncritical hits. Couple dozen soliders getting shot in the leg, some will get amputations, some will actually die from it, and some wind up with only stiches. All depends on how the bullet broke up what blood vessels it broke, or bones, and how good the first reponse is or after care. Either way larger list of things that go wrong or right.

I mean this isnt star trek where nothing that should go wrong doesnt go wrong. Can you imagine the enemy getting a 'lucky' hit on the Interprises' Inerta compensator or the slumps involved? Pancakes I say Pancakes.

I do agree with Brandoe Chung though. The more fair the conditions are the less the randomization there should be however i suspect that eve would cry over it. Its not like we are tyring to plot a FTL round down range over thousands of kilometers in a known gravity well to lob a shell right into the bridge.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Satav
Aliastra
Gallente Federation
#12 - 2011-09-28 18:13:40 UTC
Solinuas wrote:
Well thats kinda like saying, i shouldn't be able to randomly get run over by a car because i think luck shouldn't affect me.

i personally like it, it makes all of the fights less predictible, like someone could be active tanking you in armor and you keep getting them to low armor and then they OH and rep to full, but as they get low you get a great shot and punch em through struct and into thier pod, i like that effect (and hey if it happens to me i'd be like "**** Gj man, nice kill" so no saying id ***** and moan if it happened to me XD), also its kind of fun not having a "static" DPS like missiles do you can get a bit more, a bit less, its more fun that way. I mean a static DPS would take away the whole REASON i use turrets


There's nothing random about a car. It is a predictable machine. You didn't get run over by just a car; the driver ran you over.

What Sigras is saying is that the unpredictability or randomness should come from the pilot (aka your driver behind the wheel) not the ship/modules.

If anything this makes the game more real because everything directly reflects the human element of imperfection.

All the arguments against this in the thread are based on the fact there would be no more randomness in the game if modules (in this case turrets) did the same predictable task. This is simply not true. The random would always happen for example:

(1) Not all ships are fitted the same way so I still can't predict the fight of say a vulture vs. vulture
(2) All pilots are at different skill levels in knowledge and experience, you will always encounter different people with different tactics or, to put it tactfully, just don't know how to pvp. This means that a Hurricane from a 2004 player will probably win over a 2011 player simply because he knows the strengths and weaknesses of his ship, even if both ships are fitted exactly the same.
(3)You will never encounter in pvp the "Alliance Tournament" scenario where you have 10 or 100 ships vs. 10 or 100 ships where all of them are fitted exactly the same. You can come close to this but it will never be perfectly even.
(4) 100 zealots will beat another 100 zealots .... why? because of the human element..... Your FC sucks, your fleet is at bad range, 15 of your 100 zealot pilots are slow to the draw etc.

In conclusion, randomness should be from the person not the game.
De'Veldrin
Republic University
Minmatar Republic
#13 - 2011-09-28 19:30:19 UTC
Satav wrote:


There's nothing random about a car. It is a predictable machine.


Words fail me. I cannot even begin to describe how silly the previous statement is.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Sigras
Conglomo
#14 - 2011-09-28 21:27:23 UTC
Satav wrote:
In conclusion, randomness should be from the person not the game.

Exactly, the random element should come from the other person sitting at his computer controlling his ship not from some uncontrollable element in the game.

Nova Fox wrote:
The universe isnt fair, why should eve be?

Because Eve is a competitive environment that can be controlled, so it should be controlled to make it as fair as possible.

Think about it this way, in basketball if every time a shot was made, a coin was flipped and if heads the shot was worth 2x normal, 90% of games would be unaffected, but there are 10% of games that would be decided by pure luck, and I think that's wrong.

Nobody manufactures a game mechanic involving random chance in a competitive environment, why should Eve?
beor oranes
Tranquility Tavern
Pandemic Horde
#15 - 2011-09-29 03:06:55 UTC
Sigras wrote:
Nobody manufactures a game mechanic involving random chance in a competitive environment, why should Eve?


Why shouldn't Eve? Does it have to follow every idea that has already been done and people accept?

Satav wrote:
If anything this makes the game more real because everything directly reflects the human element of imperfection.


Ok fair enough, what about an imperfection during manufacturing? Or the imperfection in the computer code? (All code has bugs in) No machine is utterly predictable.

I think the randomness gives Eve the feeling that sometimes you can just be lucky (or unlucky). Without that feeling it would be boring.
Sigras
Conglomo
#16 - 2011-09-29 05:11:55 UTC
oh, ive already made the concession that it isnt at all realistic, but I look at this as more of a sport or a competition than a facsimile of real life.
De'Veldrin
Republic University
Minmatar Republic
#17 - 2011-09-29 13:07:34 UTC
Sigras wrote:
oh, ive already made the concession that it isnt at all realistic, but I look at this as more of a sport or a competition than a facsimile of real life.


And I look at it as what it is - a game. And most games have some element of randomness, be they dice rolls or what have you. But even taking your competition argument into account - not all competitive events are purely skill based. Poker, for example, is highly competitive and good players can make a metric **** load of cash - but it still includes that random element of the way the deck gets shuffled at the beginning of every hand.

What keeps the game fair is everyone knows the rules and everyone is subjected to that same random element equally. Player skill does a lot to determine the outcome, but that random element cannot be ignored.

Just like Eve.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Nariya Kentaya
Ministry of War
Amarr Empire
#18 - 2011-09-29 13:13:30 UTC
Sigras wrote:
oh, ive already made the concession that it isnt at all realistic, but I look at this as more of a sport or a competition than a facsimile of real life.


and THAT, is where you don't get EVE.
yes, it is a game.
yes, it is competitive.
but unfortunately, alot of people (or at elast the more important players) act like this IS their real life and the weird room thier computer is in is the SIMS or something.
Goose99
#19 - 2011-09-29 14:04:46 UTC
Nariya Kentaya wrote:
Sigras wrote:
oh, ive already made the concession that it isnt at all realistic, but I look at this as more of a sport or a competition than a facsimile of real life.


and THAT, is where you don't get EVE.
yes, it is a game.
yes, it is competitive.
but unfortunately, alot of people (or at elast the more important players) act like this IS their real life and the weird room thier computer is in is the SIMS or something.


Internet spaceship is serious businessCool
Insane Randomness
Stellar Pilgrimage
#20 - 2011-09-29 16:27:20 UTC
Nova Fox wrote:
I mean this isnt star trek where nothing that should go wrong doesnt go wrong. Can you imagine the enemy getting a 'lucky' hit on the Interprises' Inerta compensator or the slumps involved? Pancakes I say Pancakes.


I lol'd. Hell, I could actually see that, but technically, wouldn't it rip the ship apart?
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