just to put it out there even the algorithm that gives you a random number doesn’t generate an actual random number it takes a number (seed) and runs it through the formula and returns the result so if you use the same seed multiple times you alway get the same number (if you don’t specify a seed usually it uses the current unix timestamp as the seed)
so if you don’t count the people you get matched up with as random you can’t count anything in the game as random because everything is created through formulas that always give the same results (given the circumstances ofc)
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)
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.
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