Dev: we cant fix PvP so we'll throw in a RNG map and make it the only map available at level 60.
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Dev: we cant fix PvP so we'll throw in a RNG map and make it the only map available at level 60.
The RNG aspects make Seal Rock more fun than any other map. It's the only game mode where you have to come up with strategy on the fly, instead of having the same strategy or set of strategies that you use every time.
Indeed. Some times you win, some times you lose, but it makes for better matches imo and an overall better win/lose ratio for everyone then the other modes.
The only "RNG" aspect of Seal Rock is whether you get competent people on your team or not.
I go bonkers when I see people say "GG Adders got 2 nodes and we got one" when that's actually in OUR favor.
People just like to use "RNG" as a scapegoat.
It is total rng, for node spawns, but there's also a high amount of bad players in PvP in general( I'm looking at you eso cappers). But would you prefer the PvP wait times at 2hrs like before seal rock. Maybe instead of ppl complaining about fickle things they should invest in a GC LS for premades.
I love Seal Rock for the RNG. The other mode is boring... at least even this way, even if your team sucks you still have a chance if RNGesus smiles on you.
This!
Yeah i still dont understand why peoples wish for "good" RNG everytime before the match starts, that just asks you to get wiped/farmed, instead you should wish that for other GC's so you can team up and double gangbang the GC that gets the "good" RNG.
Very rarely rng can actually be blamed, I.e a close 3 or 2 way game and double S spawns in a leading gcs yard while the last contested nodes are the other side of the map.
1 of the latest matches I was in, the one leading didn't understand this concept. We (flames) had perfect opportunity to flank mael (winning team) with adders, but he insisted on attacking adders to secure 2nd... They "only" had a 200(ish) lead, which can easily be drained by a massive flank situation. I've been on the winning side, leading with 400+ points, but a constant flanking situation made us end in 3rd.
Getting 3 nodes in close proximity is usually NOT good rng. Good rng is getting a S close to base, having 700pts, while the 2 other GCs duke it out far away (assuming you lead).
Most of that map can be fixed if they made S and A ranks spawn off Spawn nodes, IE The 3 mid nodes can only be A-S. While the others remain B's. No one really care about RNG awarding someone 2 B', but they do care if at the start of the game, the match decides to plop an S rank right in front of them for their first node (this has happened numerous times) or 2 A's right from the get go.
And please don't quote this and give me a scenario on a fight and you're amazing pvp skills on solo'ing 24 people on S Ranks, no one cares. If you're in a premade, good for you and your team. But for the other DF, you know EXACTLY what's gonna happen and what they are gonna do when S pops happen right in the beginning.
Agreed.
Just about every spawn pattern has a "best" tomelith for your team to go after; you can only blame RNG for tomelith spawns screwing you over in the situation described above (which isn't incredibly common) and when 4 tomeliths are spawning and they spawn in such a way where there are 2 sets in close proximity to each other in the opposing GCs' backyard (such as the cliff + arch spawns east and right in front of the cave spawn + up ramp in west), but again, I rarely see that happen.
In my opinion, RNG takes a backseat in Seize to concepts such as Prisoner's Dilemma (someone made a thread about this a while back), Nash equilibrium, and Stag hunt, because often times you are far more influenced by what actions the 3rd GC takes.
RNG doesn't mean you'll win or lose. might make it harder or easier.
I hate it when people go Oh RNG screws us again. GG we lost,
No you lost cause you were being stupid instead of playing the all mighty objective but instead you chased that AST with 6 people for a full minute before he got back up and you just miserably failed.
I've played on Aether flames (the highest win rate GC) and Aether adders (the lowest win rate GC) and it always feels like RNG is against the adders. However, this is only because the Aether adders tend to play passively and prefer to sit on nodes than to attack. You'll often have people snicker about how Mael and Flames are foolishly fighting each other, only to have the game end up horribly 10m later. I keep telling people that points don't matter early game, you can be ahead at something like 300/200/200, but when the late game kicks in and the opponents farmed a bunch of battle highs you'll never finish off the final 200 points before they run you over.
Only the last 200 points really matter, the early game should always be about farming battle highs and killing off opponents so they can't maintain their kill streaks. If you do that, the RNG is significantly reduced, as when the big boy nodes pop at the late game, a battle high heavy GC can waltz into whatever node they want and cap it, and then sweep whichever GC is leading and prevent them from capping anything. If you're GC doesn't have the pushing power at late game, you'll find that RNG will always be against you, as only 1/3 of the time would you get favourable nodes that you'll probably lose in the next minute, and 2/3 of the time the nodes will be near the other GCs that you'll never be able to take.
That is kinda true and kinda false because it is heavily determined by the relative strength and skill of the two GCs fighting. What you are saying is often true if one of the clashing GCs can dominate the other, but if both GCs are roughly equal and ended up deadlocked then neither will be generating Highs and Fevers.
I like the RNG aspect of Seal Rock. Sure, it can be frustrating at times, but it keeps the fights fun and stops them from getting stale.