Check your hardware usage with Cpuz/GPUz. If they aren't overloaded then yeah it is related to the network, either yours or relic servers.
its definetely not the hardware. thing is that pretty much everyone is complaining about the high input lag |
does the high input delay count as high ping? |
Correct, but we were talking about the CHANCE of winning, which is not zero sum.
if ones has a 75% chance of winning, then one has a 25% chance of losing. the enemy then has a 75% chance of losing and 25% of winning. its PROBABILITY, so it IS A ZERO SUM GAME. probability always adds to 1, therefore if you lose percentage, the enemy gains the equal amount.
Fine, sure, as I've already agreed. What you DON'T do is cry that RNG must be "fixed" if the 10% case happens to come up and you lose. You knew the risks.
yes, i knew the risks. but it was the best decision i could make. if a game does not reward me for good decision, i can complain.
it seems to me like you want a game where the worse players wins a significant amount of time. try hearthstone, it might be made for you. |
the ukf "might of the airforce" clearly takes the spot for me. no other VS comes near to the amount of explosions |
This is not a hard concept. The probability of winning and that of losing are not necessarily a zero sum game, in many circumstances.
you either win or lose a round of coh2, therefore the sum of winning and losing is one. no point to argue here
And this is exactly what happens in the scenario you describe, in which a player risks the one unit they absolutely, positively, cannot afford to lose in the hopes of closing the game down here and now. It's a perfectly reasonable decision to make - but it does increase the chance of both winning, and losing too.
you are mixing up the chance of winning and the standart deviation. and btw, the situation i described does not broaden the standart deviation by too much, because bad results are so unlikely
In the particular scenario you proposed, sure, there is no opportunity to recover - because you specified that if they lost that unit, they also lost the game. That's a very good reason to NOT take such a risk.
you either dive him, win in 90% of the cases or dont dive him and win in 50% of the cases. do you dive him or not? you do |
But you don't want to increase your CHANCE of winning, you want it to GUARANTEE winning. Otherwise you should be able to accept that the gamble may not pay off. That's what chance means.
And no, it's still not a good call. You increased your chance of winning, and also your chance of losing. Well guess what, shit happens sometimes. The universe doesn't owe you success. You can take the risk, and show your courage, but I see no reason you should have any right to expect the outcome be assured for you.
one increases the chance of winning and losing? dude, show me how that works and you will win a noble prize!!
on a more serious note, it can only increase or decrease your chance (5th grade mathematics) and this specific call increases it.
please, dont talk about universe or courage or that shit, it really doesnt help making a clear point
now, i agree that RNG can make a game more interesting, but good game design makes it that the better player still wins because he adapts better. now in such a case there are way too few possibilites to adapt, therefore one has to cut the amount of RNG involved |
But it's NOT a good call. There's an old adage that you should not gamble what you cannot afford to lose. If you lost a game because you carelessly threw away the one unit you couldn't afford to lose, that's your fault. Your mistake. The safer option was available to you, and you didn't take it. Learn your lesson and make a better strategic choice next time. Or at least, own the fact that you are taking destiny in your hands, and don't be a sore loser about what "should" have happened.
a call you make that increases your chance of winning is a good call. therefore the safer option is a bad call, because it decreases your chances of winning. all that blabla about "safe", "unsafe", "destiny" doesnt change anything
and btw, that adage is often very wrong. if you are on the losing side and you play safe, most often you dont have a chance of winning. a gamble is the only option to increase your chnaces of winning
and please, stop using "you". its not me, it is a hypothetical player (i want that to be clear because it means that im not rageposting). |
That's the strategy part.
what do you want to say with that?
But you're not explaining why this is a Bad Thing. It isn't that you were unaware of the risks. You gambled, you lost: deal with it. Making this judgement call is absolutely a strategic decision, and to mandate that there is some necessary outcome that the game should produce for you denies that choice, and that judgement.
You could have played it safe. You didn't. That's not a good call, it's a bad one, and the fact that you paid the price is not unfair.
thats just wrong
what this situation describes is a player making a good call (because diving the base and killing his only tank increases your chance of winning quite a bit on average) and getting punished for that because of bad RNG.
so yes, in some comes the outcome should be mandatory, or at least a lot more than it is now. look at Hearthstone: pretty much every championship there is a new champion, because the amount of RNG is too damn high. fortunately this is not the case for coh2, but even in coh2 some games (imo ~10%) are decided by luck |
That rather misses the point. It's not just luck like some bolt from the blue. It's 'luck' in the form of calculated risk, stacking the odds, taking advantage of circumstances - all of which are demonstrations of mastery, not mere chaotic accident.
first of all, in some situations you do not have enough repetitions to stack the odds (one shot at sth.)
second of all, even in situations where you can stack the odds, RNG can still be against you, so in other words, you can get punished for the right decision. in poker people play so many rounds that this evens out, but in coh2 you have situations which dont even out in one game. one example:
your enemy has a t34 with pretty much no health left, you have a PZ4 with enough health to tank three shots. as your enemy has no further at, you basedive your enemy to kill off his tank. now, it can happen that your pz4 misses and bounces, but the t34 hits and penetrates 4 times and your tank gets abandoned. the odds of that are very low, so you took the right decision by basediving him, but out of the blue sky you got unlucky, and now its pretty much gg.
the thing is that one situation lost you this game |
First of all, there is a huge difference between RNG and luck. RNG produces a probabilistic distribution of outcomes which in fact is quite reliably predictable, most of the time. It does allow, however, for some outcomes to arise that are several standard deviations from the norm.
This does not mean that outcomes are reliant on luck; it means that some outcomes are surprising.
yes, those "suprising outcomes" are bad or good luck. pseudo RNG just means that those events are much rarer.
therefore RNG=luck in some situations
That's probably the closest we can get to pRNG. However, I don't think that this implementation will have the desired effects:
- The buff needs to go on the attacker that missed (and needs to stay exclusive)
.. although the more I think of it, the proposed pRNG system will only really benefit prolongued 1v1 fights. If you have a swarm chasing down a wounder Tiger (penetration chance: 33%), it's even more likely that the wounded Tiger will escape with "bullshit RNG" than the current system that we have. That's because your "bad luck" vs that "darned low HP tank" cannot be cashed in by the other tanks in the swarm.
In dota2, you very likely have a very high rate of attack, thus you get to cash-off your RNG at the desired target. In CoH2 you have (relatively) slow-firing tanks, with 4-5 penetrating hits resulting in death.
i think there are ways around that
one method is giving "first shot" bonus stacks to slow firing units, depending on their ROF. another way is a mix between RNG and pseudo RNG
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