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  1. #1
    Player
    PangTong's Avatar
    Join Date
    Mar 2016
    Posts
    247
    Character
    Reginald Thorne
    World
    Ultros
    Main Class
    Monk Lv 100
    I find RNG is only really bad in Seal Rock because the map is so huge and the nodes are frequently in inaccessible locations that highly favour one team (most obvious example is the node on the top of the big ramp in the caves near the middle). In Onsal, the map is a lot smaller and nodes are more accessible so it doesn't feel quite so unfair (except when you get S ranks spawning right next to an enemy's spawn or NO nodes spawning near you). In Onsal I generally feel like the team that played better wins, but in Seal Rock the winner is based mainly on node spawns. I would like the Seal Rock map to be designed if possible.

    The bigger factor of RNG is not whether nodes spawn near you but rather how the spawns encourage the teams to move. Like, if right at the start of the match an A rank spawns between two teams, those two teams will end up getting locked in battle for ages with neither team willing to surrender that one node. Meanwhile the third team is running around picking up all the other spawns for free and getting an enormous lead. That sort of thing happens a lot, but it's totally down to the behaviour of the players. It could be totally avoided if teams could play strategically (even though they can't), so I can't really put it down to the RNG of the nodes.
    (0)

  2. #2
    Player Deveryn's Avatar
    Join Date
    Aug 2020
    Posts
    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    RNG is what keeps it interesting and it's not really an excuse. I always say it's a collective (lack of) effort that decides a team's place at the end.

    PLD is no longer a problem, so let's grant this thread some much needed rest.
    (1)

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