Dev: we cant fix PvP so we'll throw in a RNG map and make it the only map available at level 60.
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.
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.
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).




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.

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.
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Not really good rng will most likely wipe ur whole team. If both teams fight a endlessly at beach or so thats not rng^ Its not rng what makes you win a good group does if it was "rng" what makes you win why does 1GC always dominating a data centre
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