Fangames > Game Design
RNG in avoidance. Doing it RIGHT.
zaphod77:
--- Quote from: just_another_Guy on January 18, 2016, 04:26:36 PM ---You can easily kill the chaser quickly enough in Dark Blue, and then get to a position where dodging the other attacks is most comfortable for you (probably exactly opposite of the boss). Pretty much guaranteed win everytime once you learn how to dodge his attacks.
--- End quote ---
Okay, i backed up my save, went back and tried again. seems i gave up a little too soon trying to kill the chaser. seems it requires SIX shots in that version, and a fair invulnerability period after the shots. I did notice the flashing but i could have sworn last time i tried killing one i got killed by the next attack before it died.
lawatson:
use gaussian distribution, that's a nice probability-based technique to "focus" RNG around a point.
zaphod77:
100% strategy is not the same as 100% pattern.
You can't go tell me there's no way to be sure of being able to attack the top head, and then tell me that my deaths are all my fault.
If there is a strategy that avoids all bad positions, that's a 100% strategy.
If there is no strategy to avoid all bad positions, then how is is my fault if I end up in one?
Sudnep:
--- Quote from: zaphod77 on January 19, 2016, 02:07:17 AM ---100% strategy is not the same as 100% pattern.
--- End quote ---
There is an infinite amount of solutions than can occur for any single instance of RNG. You can roughly follow a strategy but whether or not that single strategy will work every time is not up to you, but up to the game. It's your job to adapt, not the game's job.
--- Quote from: zaphod77 on January 19, 2016, 02:07:17 AM ---You can't go tell me there's no way to be sure of being able to attack the top head, and then tell me that my deaths are all my fault.
--- End quote ---
Simply put, yes I can.
--- Quote from: zaphod77 on January 19, 2016, 02:07:17 AM ---If there is a strategy that avoids all bad positions, that's a 100% strategy.
If there is no strategy to avoid all bad positions, then how is is my fault if I end up in one?
--- End quote ---
A strategy to avoid all bad positions doesn't exists for most bosses. If you wanted a boss like this you should play noise spike.
The room is hardly 'this position is a bad position' and 'this position isn't a bad position'. Some are hotter than others (aka the top left corner). It's your job to decide whether or not position A,B,C,D,E,F,G is better than position H,I,J,K,L. Any number of these could be 'bad positions' but obviously they aren't all 'equal' and to adapt you need to take generally, the lower risky positions. Its not the game's fault if you choose wrong, it's yours.
If you want to go ahead and blame the game for you're death than that's all fine by me. However, if you're going to start calling something unfair or unjust for reason's that occur because of a your own decision making and propose that it is in need of change without supplementing the required playtime or being at a skill level that the game requires you to be at to perform optimally then you're the issue, not the RNG.
zaphod77:
I see what you are saying, but i suspect that i haven't explained my position well enough..
I will give a simplified and very contrived example.
There are 5 switches. ONE of them is required to open the door. the other 4 will cause spikes to rise from the floor and kill you. these spikes are screenwide, and avoiding them is impossible once triggered.
lets' say 90% of the time, it's switch B that opens the door, but 5 percent of the time, i's A, 2.5 percent, it's C, 1.25 it's D, and 1.25 percent it's E.
Now clearly it's my fault if i die when i pick E, since it's very unlikely not to kill me. and i will know thaat after a coupel of attempts. But if I pick B, and still die, is that somehow my fault?
Going back to the boss. the bottommost central platform is a good position to attack the bottom head. I can deal with anything that comes from there regardless of RNG. If arrows show up and cause trouble i can drop to the bottom and shoot them. i can dodge green flying stuff, i can dodge the laugh flame, the small bullets and the triple beam are dodged for free, and for the big spread and the aimed stream i can drop to the floor to survive. while the position isn't safe, there's nothing that approaches that platform I can't deal with, even if the top head is still there. After i have to leave it, it's safe to return to it after the next attack starts.
If there's a place that i can attack the head from, and can always react to whatever may come, even if said reaction is to go to a different spot, which may or may not allow attacking the head, then it's a good position, even though it's not safe.
A bad position is one where the game can throw something impossible for you to deal with regardless of reflexes if you are there. If there's always some sort of warning sign that will tell you when to move out of there, it's not a bad position. It may be challenging, but it might be the only option.
I suspect we have different understandings of what counts as a bad position. I've accepted that the upper corner is bad, because you can be hosed by arrows there. Everything else can be dealt with 100% of the time, including triple beam after big bullet spread.
So to put it simply. is there a position that you can attack the top head from, that there is ALWAYS a warning of when you need to abort attacking the head and return to a good position on the bottom? If there's always an escape possible, and a way to know the escape is needed, there's a working strategy.
If no such spot exists, then i maintain that you can lose and not have it be your fault.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version