4 ms·
The "pseudo-random distribution"[1] used in Dota2 comes to mind as well. [1] http://dota2.gamepedia.com/Pseudo-random_distribution http://dota2.gamepedia.com/P
by Benjammer 10y ago
The "pseudo-random distribution"[1] used in Dota2 comes to mind as well.
[1] http://dota2.gamepedia.com/Pseudo-random_distribution http://dota2.gamepedia.com/Pseudo-random_distribution
- wnevets 10y agoWhich IMO is done well and makes the game less random.
- tavrobel 10y agoAn interesting side-effect of this style of RNG is that if you need to get a particular RNG roll to win a PVP conflict, you can 'farm' up the roll by waiting until you've gotten sufficiently unlucky during PVE, then go to PVP where you will have a much higher chance of getting one right away. I'm not sure if Dota2 has mitigations against that, but I've certainly seen it in other games.
- n0w 10y agoThis is actually a strategy in game. Go and hit a neutral unit so that you have 2+ hits in a row without your ability/item proc'ing and then save the next hit for an enemy player since your next hit is likely to have a higher chance of proc'ing.
- eterm 10y agoIn league of legends you could previously "auto-cancel", and critical hits have different recognisable animations. So if you were about to crit a minion you could cancel the auto-attack and "store" the crit to hit an enemy with it. I think that's been patched now but it was there for a good while.
- derivagral 10y agoThis existed in Dota2 for some time as well; one could use an (illegal) mod to quickly start/stop attacks until it found a crit animation.
- obstinate 10y agoIt would be best to have a random state per target, but I don't know if they do.