shihonage said:
Erm, "extremely unfavourable streak of rolls"? Also known as "gameplay" ?
No, also known as "you're irreversibly screwed".
You can minimize the need for reloading due to RNG hating the player, but you can't eliminate it.
See, I can't pre-roll for actions I cannot anticipate. I can only pre-roll for things like hacking, lockpicking and such.
You can. You won't store results of the rolls anyway, unless you're more terminally impaired at programming than bethesduh collective of coders, but you can store seed and always obtain the same results.
So, you can always reload and exploit the combat rolls. You can't exploit hacking rolls however.
All knowledge is exploitable. Details depend on exact implementation.
I don't see at all how this can be exploited. If you crack the chest, then decide to seal it off again, I'll just pre-roll your next cracking attempt. If you don't seal it off, it's already cracked.
If the roll is generated based on the number of the action of given type and seed (giving same sequence of rolls), I can waste unfavourable rolls on easy shit and use favourable rolls on tough shit.
If the result is determined by seed and object id, I can still work around it by allocating my resources extremely precisely (for example taking exact amount of explosive charges necessary), I can circumvent any sort of failure mechanics that's in place making designing elaborate failure mechanics pointless.
Additionally, having static result for probabilistic action is just stupid - IRL you can try picking a lock as long as you want and provided you don't get caught or don't break something you may eventually succeed. If the game doesn't implement static rolls, but instead always creates the same sequence of rolls for given action and object, I can for example break my crappy lockpicks on the rolls doomed for failure, but use one good one for the roll that will succeed. If critical failure is noisy I can make it happen when guards are furthest away.
Of course, you can make the result determined by more and more variables, but since it increases the number of possible outcomes available to the player by influencing those variables, you might just as well go with true randomness.
The problem with RPGs isn't how probabilities are calculated, it's that reloading skews all probabilities. That's the main advantage of ironman games apart from knowing that shit's real. OTOH sometimes ironman mechanics is way too punishing, so we do need saves and we do need ability to save at any point we want. The only way out is to render reloading undesirable or pointless. Pre-determined rolls don't accomplish the latter, since they give player powers of precognition making reloading desirable despite no change in roll results.
You need to tweak probabilities on the fly so that reloading doesn't improve chance of success or to punish the player in some subtle and non-crippling way.
There is simply no other way.
@Davaris:
Randomization of various aspects of gameworld and making them persist during single playthrough is desirable, but completely distinct from doing the same with rolls.
JaySn said:
In terms of rending scripted encounters obsolete by save scumming, this is only a problem after the encounter as occurred.
Except that saves mean time travel.
Is it not my choice rather than the game developers to determine how meaningful such encounters are for me?
No. This logic has been explored already and that way lies oblivion.
Coming upon mutants in the wastes and getting turned into a purple gel isn't an ideal situation, or expected the first time it happens. How does having a save at Junktown then invalidate this first encounter?
There is no reward for being careful if you can be your own suicide scouting party.
This, of course, has nothing to do with decisions made in my character build.
It does if you keep reloading waiting for a lucky roll when shooting a mutant in the eye, opening a chest or neglecting to carry cure disease potions while battling post-pestilence zombies in any game where disease can screw you badly.
It can be fun to break out of character and try to take different actions.
Yes, but the mechanics should still be the criterion verifying the outcome of those actions. Otherwise you're larping.
And any probabilistic mechanics doesn't work terribly well if player can skew probabilities to his heart's content.
(A similar system of using a seed generated at the start of the game is found in Civilization 4/Colonization 4. It is not used for combat rolls, however. These still depend on pure luck. The developers were clever enough to add the ability to reuse the seed after a reload to ensure events remained the same -- one did not need to select it every time if one did not wish to.)
World rolls and action rolls are entirely different issues.