There isn't necessarily a one size fits all approach for this. The main issue with RNG often relates to it's magnitude and frequency. For example, depending on the nature of the game, here are situations where RNG might be ok versus ones that are definitely not ok (ranges are intended as examples):
A ) Check occurs often, chance of success is relatively high (30% or more) = perfect place to use normal RNG
B ) Check occurs often, chance of success is moderate (10% to 30%) = RNG is probably ok, but alternative approach could be considered for fairness.
C ) Check occurs often, chance is low (1% to 10%) = RNG might be ok, but an alternative approach is likely better.
D ) Check occurs often, chance is miniscule (below 1%) = RNG should not be considered. An alternative method should be used instead.
E ) Check occurs infrequently, chance of success is relatively high (30% or more) = RNG is probably ok, but alternative approach should be considered if check occurs only at very long intervals.
F ) Check occurs infrequently, chance of success is moderate (10% to 30%) = RNG might be ok, but an alternative approach should probably be used instead for fairness.
G ) Check occurs infrequently, chance is low (1% to 10%) = RNG should not be considered, and an alternative method should be used instead
H ) Check occurs infrequently, chance is miniscule (below 1%) = This combination should be avoided entirely! For fairness, the game mechanics should not permit combinations where a chance is too low with infrequent checks.
Note - my definition here of often vs. infrequent are intentionally vague. For a general idea, "often" would be a check that occurs many times per hour in the course of normal gameplay. Infrequent would be something that occurs very rarely, or requires significant time or resource expenditure by the player to make it occur.
How do those relate to GW2? The following are intended as examples and the exact percentages may not fit the example ranges listed above:
A ) Chance of landing a critical hit (depending on build of course). Perfect place for RNG
B ) Chance of a mob dropping a random item (of any type). Other RNG could determine the specific type of item.
C ) Chance of a node producing a special item when harvested. For example, getting a gem while mining an ore node.
D ) Chance of a lockpick from piles of silky sand (often category might be a stretch here - is based on a player participating continually in DryTop events)
E ) Chance of getting at least 1 ecto while salvaging a rare with a mystic kit.
F ) Chance of a Black Lion Chest producing a scrap
G ) Chance of Mystic Forge producing something useful (exotic with rare skin, valuable rune/sigil)
H ) Chance of Mystic Forge producing a precursor
kalendrafMember Since 24 Mar 2011
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