In strict terms of balancing, handling RNG comes down to how well the player can predict (or even manipulate) the results.RNG is inherent in game design for balancing/variability purposes. Things such as bullet spray, critical hits, world events, and various other gameplay aspects all rely on various implementations of RNG.
- The bullet spread of a shotgun, while random, is still high. In order for the most bullets to hit, the player knows they must move closer in before firing.
- Some games like CSGO decrease spread when you stand still. Players who wish to shoot at further targets must stay still, which manipulates the chances of a bullet to hit.
But then there's the wacky, unpredictable RNG that goes beyond variation. In the roguelike
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, an enemy seen pretty early on is the alchemist, who throws potions of differing liquids. Certain ones, like acid or lava, are an almost guarenteed instant kill even for players nearing the last layer, but then again he might end up throwing harmless water at you.A better way to design this alchemist is to either have them only throw one type of potion (still chosen randomly), or have all alchemists throw a potion dealing a moderate amount of damage. This makes them able to be strategized around and just more consistent in general.
While BoTN certainly isn't a casino like Noita, it still suffers from RNG. The main issue is the lack of tools or ways to manipulate the offspring produced. As of now, all you can do is select who fucks who and hope for the best. I've thought of 3 ways to make breeding easier:
- Plain better results: Like I've said, increasing the chance for traits to pass on and such would make breeding much easier and take less time. Even if it is a crude solution.
- Proper Tools: Essentially, if there was some way to add specific traits or influence results, you could get what you wished for faster. Yes, it is a vague suggestion but there's plenty of ways it could be done.
- Less RNG: Pretty much, a rework of the breeding mechanic that requires the player to analyze traits more, but also gives more predictable results. Would probably nuke the save files.