I'd say xcom, even though I play about 10 hours of xcom a week.
shut up kid, csgo is the best csgo ever i know cuz ive been playing it for 3 whole months and i rock at it im almost out of silver, today i ranked to silver III and my ak redline of 5 dollars is so nice and i love it more than my mother
JUST GIVE ME A FUCKING JASPER YOU FAGGOT!
God fucking dammit. This guy's voice is so fucking good.
I hope they add more lines from him.
I want to hear that beastly voice all fucking game telling me how awesome I am.
Fire emblem by fucking far
>characters can become terrible because they randomly didn't get enough stat boosts on level up
>higher difficulties just shit swords with high crit chances into enemy hands
By that criteria then Age of Wonders 1/2/Shadow Magic.
Haven't played that yet, does it trump FTL for RNG?
Yep, that and Disciples always got me. In Disciples your units will have something like 75-80% hit chance and miss constantly, enemy units with 50-60% will hit all the time.
>getting buttblasted because of RNG
the best games have it, deal with it
also nobody fucking complains when they get lucky because of it
at least you didn't call it "artificial difficulty", so credit where credit's due
Can someone point me to a strategy RPG with little to no RNG?
I like the genre overall, but nothing kills a good match like having a well thought-out plan that you have to start over completely because some 5% chance fucked over one of your units and now they're dead forever.
>also nobody fucking complains when they get lucky because of it
That's not really a defense of it. That just means, at best, the RNG is having a neutral impact on your experience. At the VERY BEST, you're thinking "Hey, I'm not getting fucked over right now. Look at that."
I haven't found that to be an issue.
I can see the complaint as valid but I believe it was intentional.
The game only lets you prepare not plan out your entire journey.
Personally, my "plans" always were reactions to the circumstances. This doesn't feel any different from any other RPG game.
Knowing my turn order makes little difference to my decision to heal or pull that faggot casting goblets at me to the front.
RNG in turn-based games is an abstraction that stands in for the fact that in real combat you don't always succeed at what you planned. There's no going around it, unless you reduce vidya to chess.
The best plans of mice and men often go array.
Create one if you don't like it. Every plan on earth has random elements to it. Games as well and that's what makes them interesting.
I can't imagine how god awful bring it would be if everything always went according to plan. You would bulldozer through the entire game after like 5 fights.
I would say LISA simply because you have to save scum to heal without any horrible shit happening to you.
but RNG does have a good impact on my experience overall. I like it in games. It makes them more engaging. The prospect that I can get fucked in a matter of seconds because of a bad turn of events gives me a thrill. If I can predict pretty much everything then the game turns into a chore for me.
RNG is not bad design. It is a type of game design. Some people like it, some don't. It works for some games, and not for others (such as multiplayers). Saying "hurr durr it's RNG so it must be bad" without thinking of why it's there and what purpose it serves is dumb.
>ctr f pokemon
Fuck this game sometimes
>it hurt itself in confusion
>it hurt itself in confusion
>it hurt itself in confusion
>is paralyzed and cant move
Fucking hate status effect trainers so god damn much.
>I can't imagine how god awful bring it would be if everything always went according to plan. You would bulldozer through the entire game after like 5 fights.
If everything went according to plan, if every hit was a certainty and every defense a block then games would just be puzzle solving - think the battle puzzlesof M&M: Clash of Heroes. Now, some people like puzzles and more power to them for that. But that's not what I want to play.
Slight RNG makes things more interesting and means you have to be able to change tactics on the fly in reaction. It's when devs go overboard and put massive RNG in that it becomes a problem.
It makes for a shitty game when I can do the exact same plan twice and have it go horribly the first time, and perfectly the second time, with no change to my plan. RNG is a substitute for the complexity in life/battle that makes things hard to predict. You know what works better for that? ACTUAL COMPLEXITY. If you have enough things going on, the player will naturally fail to see one of them and they will fuck up, but it will still be their fault for fucking up.
Also, in a lot of these games accounting for and avoiding every possible bad RNG outcome immobilizes the player. If in Fire Emblem, I chose not to put a character into an situation where they enemy could crit them to death, where they could miss too many times and die because we didn't kill enough advancing enemies, where they could fail to dodge, even with a high dodge chance, etc. then suddenly that character can do nothing. You're forced to put them into situations where the RNG can fuck them over unless you want the match to go on for hours, and usually it's just better to see if you fuck up, and try again and re-roll the dice if you do.
>You know what works better for that? ACTUAL COMPLEXITY. If you have enough things going on, the player will naturally fail to see one of them and they will fuck up, but it will still be their fault for fucking up.
There's no amount of complexity that you can add to a deterministic turn-based game that will make it anything different from a puzzle.
GOD DAMN JUST GIVE ME THAT FUCKING Z SOUL ALREADY SO VEGETA WILL TRAIN ME
XCOM EU made me stop playing, the RNG is so game breaking for me personally.
Coupled with the utterly retarded idea that enemies can move when you see them, it just wasn't fun anymore after some time.
>ally has 80% chance to hit
>they miss every time
>enemy has 80% chance to hit
>they hit every time
>Got tons of space between me and the 2nd place
>Got hit by lighting
>Got hit by blue shell
>Got hit by red shell
>Got hit by red shell again
>Everyone catches up to me
>Coms literally crash into walls just to bump into me
Fuck these games
Came here to say XCOM as well, I just eventually got fed up with all the RNG even if you can play around it to some extent. Love everything else about the game though.
The creator of the original XCOM must have some RNG fetish, the game Chaos Reborn he's making is an even more retarded RNG fest.
I think you're mistake is in assuming that "bullshit happens for no reason" is realistic. RNG is a cheap imitation of real-life complexity. When things actually go wrong, there is a reason and if the reason had been known about beforehand, the problem could have been prevented, and it makes for a much more satisfying game when you can actually figure out what can happen and plan around it. You're calling it a puzzle, but it's better than a puzzle with some dice-rolls thrown in.
>RNG is a cheap imitation of real-life complexity
and Simulations are boring as fuck to play. We're talking GAMES here.
RNG is awful.
It destroys the competitiveness of a game and makes the rules inconsistent.
Using it to create larger random scenarios ahead of time would at least give two players of equal skill the same chances but once RNG is introduced to deal with smaller components it starts degrading into bullshit.
Keeping it as a holdover from older games is a mistake in most cases.
In Darkest Dungeon at least the RNG can be worked around mildly but it's still a load of bullshit to lose your front row party member (surprised of course at max illumination) to a critical Point blank shot (60 damage) followed by a blanket fire.