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File: 1609476697466-0.png ( 19.69 KB , 256x224 , Miss!.png )

File: 1609476697466-1.png ( 886.13 KB , 1024x768 , pso miss.png )

 No.7152

Is this the worst mechanic ever put into action games? Is there anything more deflating then framing gameplay in real time with spatial control to give the appearance of player control and skill mattering, only to have them fail at random due to a number?
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 No.7153

RNG in action games is the worst thing ever to be implemented. It makes the gameplay inconsistent and makes entirely dependent on luck.
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 No.7155

File: 1609507419479-0.gif ( 29.34 KB , 145x252 , zappa spin.gif )

File: 1609507419479-1.png ( 15.61 KB , 403x377 , Faust air hump.png )

>>7153
There's a few instances I can think of where it works fine. I think in cases where the random outcomes are all good in a roughly equivalent way it's not a problem.
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 No.7158

File: 1609554976731.webm ( 2.74 MB , 960x540 , AYY LMAO YOU MISSED.webm )

>>7152
THAT'S XCOM BABY!
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 No.7163

>>7158
Isn't XCOM supposed to be turn-based?
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 No.7165

File: 1609617079643.png ( 562.7 KB , 960x720 , thinman we never miss xcom.png )

>>7163
That's reaction fire during the alien's turn.
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 No.7166

File: 1609617313433-0.jpg ( 36.04 KB , 480x352 , how_rng_works.jpg )

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 No.7168

>>7166
One of the reasons high level Doom speed running is awful.
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 No.7174

>>7168
I mean, it's kinda realistic though. Getting shot is pretty much a random process, you can die in one bullet or get lucky and tank 5 of them without serious injury.
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 No.7178

>>7165
Oh hey I found another one

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