OK, hmm, I wanted to say some things but Mithran’s post makes me not want to go over them. I’ll try to be more summarized than my plan was. (I am a dev too, and write long forum posts during long builds.)
I was going to explain how a “fair” RNG allows all the things we hate, and the linked videos show most experienced game developers realize players want an RNG slightly rigged in their favor. But if you screw this up, the player knows you’re “cheating” and it ruins the effect. So it’s a balance.
From there I’d argue the best GoW RNG would be crafty.
- It would try to set up mo4s for me on occasion, and when generating gems for me perhaps it would bias the first roll towards “favorable” cascades with high probability.
- If I haven’t had a free turn for some period, it would try to rig one for me.
- It would with somewhat high probability try to “screw” the defender over if they’ve had “too many” free turns over some period.
- It would not give the “help” to the gem generators on the defending team.
- It might choose to fiddle with the rates of things like Devour either way, too.
What it really needs to do is make sure if anyone does a widespread data-gathering mission, it’s most likely even “small” sample sets will reveal a bias in my favor, not the CPU’s.
I can hear people shreiking in response. “What about guild wars? What about PvP win rates?”
I feel like making defense part of your score/rating is one of the biggest mistakes the devs have made. It means if there is a “broken” defense team, every competitive player’s priority is to make exactly that team and use it. In terms of normal PvP, this is a disaster. Week to week, even though there are goals like “get paid for killing purple troops!”, I face The Dragon Soul, Princess Fizzbang, and Kraken almost non-stop. There’s a big fat win/loss record for defense on every player’s page, and even though you technically get rewards for losing on defense then fighting revenge matches, I think players are NEVER going to want to have a “majority losses” record. So I’ve advocated as long as I’ve played for changes like:
- The win/loss of your defense team should not be tracked or part of your PvP record.
- Losses should result in rewards if and only if:
- Your defense team is unique with respect to the last 7 days of teams.
- Your defense team provides green gems for the player on offense if they win.
- Rewards for losing should be increased, or at least “revenge” rewards should be increased.
- Teams that win “too many” of their matches should be “retired” from the PvP rotation.
- The “hard” team on the right of each choice should be exempt from all of these requirements and award increased ranking/glory points.
The first 4 choices make PvP “better” for people who aren’t looking for a challenge and aren’t expecting to race to the top 1000 every week. It means everyone will have a better time getting “snot gems” and there will be a wider variety of defense teams. If someone happens to sneak a Kraken or other “broken” team in, it’ll eventually fall out of the rotation.
The last point is for the people who complain that is “too easy”. It introduces a new “hardercore” tier of PvP where if you want to face “broken” teams over and over again, you’ll get what you want and be rewarded for not playing “easy mode”. People who want guild trophies, fighting for top 100, etc. are going to choose this option and ignore the others. If we create an “easier” PvP experience I think it’s important to preserve the old one as well, and reward the people who can beat the Kraken Team consistently with more stuff.
If we do this, I think looping teams on defense will naturally fall out for most people. If you want to get the best defense rewards, you’ll make a team that isn’t impossible to beat on defense. That means fewer people will constantly face a looping team, and I think that removes a lot of the impetus for “Something must be done about Kraken!”
I don’t know how to “fix” Guild Wars, but people seem happier there. “You are punished for losing on defense” is sort of crucial to how it operates.
So in short: while I think the RNG could certainly be tweaked, I think no matter what we do we’ll be plagued by some kind of “broken defense team” so long as for most players “I lose on defense” is worse than “I occasionally get rewards from revenge matches”.