Well, human players are random in their behavior, your teammates, your enemies and yourself.
yes, but that isnt what OP is referring to. OP was referring to RNG specifically. the players are not generated numbers so they are disqualified from the original question.
Yes, the people you get matched with are random; however, if I count them as random, then everything in every match is random and that isn’t what I was trying to talk about in the post.
EDIT: And even then, I’m talking strictly “in-game” mechanics pertaining to the heroes and the objective.
I already mentioned not counting player behavior as that is not Overwatch creating the randomness.
People often use RNG and ‘random’ interchangeably, so I just assume that OP talks about randomness in general. He even touches on this matter in his first paragraph, but doesn’t go further than the mere choice of players.
Well, the interesting thing is that the random factor of human agency interacts variably with different aspects of the game. For example, the random aspect caused by human behavior on a basic hitscan weapon is much smaller than on an ability with rather complex mechanics (from a programming viewpoint) like Moira’s orb (or Hanzo’s scatter arrow back in the day)
maybe Winston’s tesla cannon? im not sure how it works with multiple targets and how its decided where the arc’s go.
I might be wrong, but isn’t actually just an AOE attack in a cone, but with a visual cue that shows as if it latches on to people?
Any under the hood secure data transfer of your password etc, makes use of a random number generator. A very good one too
none of that causes any of the weapons or abilities to behave randomly. perhaps unpredictably, but not random.
Well, randomness is defined as ‘the lack of pattern or predictability in events’.
We could go back and forth about the randomness of humans and their interactions with the different stimuli within each different match, but that was already assumed from the start.
Every player will react differently given different stimuli, so obviously the fickleness of humans becomes a factor; however, the point of this post was to talk strictly on programmed RNG within the game to see if there was anything that was truly out of control by either team and any player.
Winston’s Tesla Cannon is a cone-shaped AoE attack. The arc to other enemies is determined by the position of the player(s) in reference to the player being electrocuted already.
ok, then ignore what I said
yes but RNG (random number generation) has a very different definition that does not apply to human behavior. thats what OP is asking for, if anyone knows of actual RNG utilized by weapons or abilities in game
Wait. Is this sarcasm?
alright then that exhaust’s the only ability i can think of that might. other than maybe shotguns.
Oh no, definitely not. I agree with what you said and my original reply turns out to not be relevant to the topic.
I dont think so. RNG is what TF2 has in the form of random crits what no one wants in OW believe me.
i have tried to like tf2 for a long time, but its design is just to infuriating for me. the RNG being a large part of that disliking.
I just don’t find it very engaging. It feels too…simple?
That’s not to say it’s a bad game. Because it’s definitely a great game. I just don’t feel engaged by the gameplay enough.
With your logic, then every single game out there, even Chess would be random, because hey, life’s random as well and for example you never know how good your opponent will be and if he’ll guess right and catch you off - guard with one of his moves, etc. and luckily win the game.
RNG/Randomness in a game should be directed by if the actual systems and mechanics of a game contain the element of lack from a forced and technical stand point.
For example, the most major for of RNG out of the bunch in Overwatch is its random weapon spread, which is also one of the main reasons why games like Fortnite will never be considered as true e-sports.
So, as in any shooter, the player can get lucky by himself and get a flick or a tricky headshot, but it’s much different in games like Overwatch, where that element of luck exists in the design itself and is system - induced, compared to CS:GO on the other hand, where there are non - random and learnable spray patterns of all weapons.
This is a very important distinction between these two forms of luck in games in general that we should stop conflicting them with each other already…
Tbh I’d say that Doomfist punches are nothing but RNG, you never know if a pebble counts as a flat surface and die, or a straight punch to a wall just ricochets you around.