To go on offtopic again - I find this discussion of games being random and how that's bad really fascinating, because it is more of play styles and less about that RNG is bad.
Many people view RNG as overall lazy, while ignoring reasons behind choosing RNG. First of all, game can be quite complex - like ED background simulator at least what I have heard - and produce random results. And people have complained about it since inception of ED. Some people just *hate* things they don't control in games - without big shades of grey. And yes, that includes NPC behavior (NPCs "cheat" everyone?), background simulator, etc. If there is no way to see non-player action telegraphed these players will feel uneasy and will feed narrative RNG games are bad.
But to be fair that's very valid way to create open worlds. Open worlds by nature are ruled by rules of change and chaos. In fact, ED galaxy was pretty static in that regard when launched. Now we see lot of interesting results and corner cases which pushes some bugs in spotlight. We might argue that ED lacks 'visual and gameplay feedback' to this chaos to count player actions in, but this is getting better imho with each release.
Ok, but what about gameplay which produces random results? Again, it is not entirely black and white. Make system too random and it will be - justifiably - viewed as unjust and tedious. But it can be tweaked and polished till it just works - ergo, Engineers. Reason why Engineers system was designed as random is to remove min/max builds/path of least resistance. I know people have argued it won't solve problems...as far as results go jury is still out there, but intent is clear and more combat aware players accept this as valid move to make game interesting.
As Sandro have said theorycrafting about gameplay is interesting, but practical results flies into face of such "certain designs" many players offer - most of the time. To make game "work" you sometimes have to against "wisdom" of gamers. That's why crowdfunding is tricky by it's nature and FD have said they will keep design decisions to themselves (sometimes consulting us).
Going back to topic CIG has never clearly put down rules of gameplay design feedback with community (which is underlined by radar scandal). Results have been too random. But I hope they will start to figure out how to deal with it too.
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If they demo biomes and farming at Citcon, will it be an Alfalfa build?
No, even CIG admitted it is "concept demo".