formerdc81
Chieftain
- Joined
- Nov 19, 2018
- Messages
- 53
I'll try my best to be civil. The reason why TheMeInTeam cannot see the logic of...
...is because you value the factor of "personal control" more than the outcome of the game itself. A win to you feels cheap if you didn't fully "earn" it with your actions, a loss feels demoralizing if RNG aided your enemy's victory because it seems like further improvement is pointless. Whatever the case, you will consistently value a choice that has the least amount of RNG variance, even over choices that have the same expected value but higher RNG-based variance. In other words, you play the game on a belief that a win is legitimate only if the rules of the game minimize the effect of all factors other than player actions in-game (i.e. the Western cultural norm of agency and choice). It is a subset of a larger type of human behavior called risk-aversion, and I personally feel that kind of behavior should not be rewarded at the highest level of play. In my view, a win is fair so long as both sides played by the same rules and the human factor is more important than the random factor. Thus, it is the responsibility of the master, not the game's rules, to overcome all obstacles, be it his personal distaste of RNG, his opponent's tricks, or his own impatience or lack of focus. In other words, I see the psychology of all the combatants as an equally valid part of "player choices" (even when its effects cannot be directly deduced from in-game actions of any given game) because a match between equals should be a long struggle where the person who outlasts and overcomes all others should be victorious. When that isn't possible, a draw should be the result. In other words, the game should reward the player who is constantly vigilant and equally privilege player choices made at any time in the game, rather than reward the choices made in the early-game more than the rest of the game. It should complicated enough that players cannot practically aim for perfect play (because even if the objectively best move in any position exists, it should be hard enough to find that even a supercomputer cannot give you a timely answer), but being able to make "good enough" moves while bluffing enemies and survive the consequences of mistakes better than everyone else. Thus, my response to objections like this:They feel rewarded over that, even though the success was just as RNG as the failure. I don't understand the rationale that feels that way, but I do understand that it happens.
On average, you will win far more games against opponents who do this than you lose. The best way to make such factors less relevant is not to reduce the variance of the RNG; on the contrary, there should exist units/attacks with different levels of variance to suit the tactical needs of the player. Instead, the game should not be so decisive where one battle gone wrong is enough to tip the balance of power. IN other words,Opponents could make low-odds, terrible strategy attacks and win.
...shouldn't happen, at least not without a struggle. If a player has a small early advantage, the game's rules should not naturally lead to a win if both sides of equal skill play "normally"; any fun game should have a system of "advantage decay" where if the winning player does not actively pursue more calculated aggression/consolidation, the game will turn into a draw unless the advantage in early game tempo gets converted into a more permanent form of advantage that is hard to achieve. However, reckless aggression should lead to a sudden reversal of fortunes. This is how it is in chess. This is how it is in DotA. Sadly, this is not how it works in CiV, at least not until nukes. Maybe the problem is that turn-based games and unit production and resource nodes just don't mix? I'm not sure....You can defend that and survive, but in a *competitive* game a similarly-skilled opponent who doesn't get that RNG can easily parlay it into a game-winning advantage
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