Explain Mwo's Biggest Gameplay Balance Issues In One Sentence
#61
Posted 12 September 2013 - 10:36 AM
#62
Posted 12 September 2013 - 10:39 AM
Bad players being exceedingly loud, pretending like their low-level play means anything to balance discussion, while suffocating the input of top-level players who, (like they do in every other competitive game), put real imbalances on display, while dispelling the perceived imbalances of the low-level masses.
#63
Posted 12 September 2013 - 10:44 AM
PEEFsmash, on 12 September 2013 - 10:39 AM, said:
Bad players being exceedingly loud, pretending like their low-level play means anything to balance discussion, while suffocating the input of top-level players who, (like they do in every other competitive game), put real imbalances on display, while dispelling the perceived imbalances of the low-level masses.
#64
Posted 12 September 2013 - 10:47 AM
PEEFsmash, on 12 September 2013 - 10:39 AM, said:
Bad players being exceedingly loud, pretending like their low-level play means anything to balance discussion, while suffocating the input of top-level players who, (like they do in every other competitive game), put real imbalances on display, while dispelling the perceived imbalances of the low-level masses.
Can you diagram this sentence please.
#65
Posted 12 September 2013 - 10:50 AM
#66
Posted 12 September 2013 - 10:59 AM
Alistair Winter, on 12 September 2013 - 08:52 AM, said:
I don't suppose I could just get away with saying something like... I have 30 years experience with Programming, Networking, and being a Geek in general and just call it a day?
No huh?
Alright... I knew I wasn't going to get away with it in the previous post either.
To the part about Aiming... honestly I hadn't considered Torso twist and Arm Traversal. I was stuck on stupid thinking about Convergence. Before we begin though it is worth noting that Pinpoint and Fast Fire are dead skills. They don't do anything at all. Convergence isn't possible because network latency and server time slicing cause random appearing behavior Client Side. Shots that you, the Client, think are at perfect Convergence, because you waited for heat to dissipate, end up being Cone of Fire because the Server is positive that you are still in heat penalty. Again we are dealing with a Server Authoritative Architecture so it doesn't matter what the Client thinks! The Server is always right This is why they removed the Convergence timer during Closed Beta (to the best of my knowledge). As for arm and torso movement... OK you got me there as the effect might be far less jarring. Might! I have to think about that one awhile. Still one thing jumps out immediately... LRMs and Streaks wouldn't be penalized necessarily or the penalty would be far less "apparent".
The Movement penalty doesn't have any clean solution. -1 movement @ 5 heat on the Heat Scale is what the TT rules state.
Just to make things easier that means the top speed of a mech in MWO slows by 16.2kph unless it has Speed Tweak in which case it is 17.82kph. See this already sounds complicated. OK great, hit 5 heat on the TT which for a Mech with 10 DSHS means hitting means getting to 25 points in MWO or hitting 50% (not counting Heat Containment) and then your Mech's speed gets whacked. Now that we have gotten all of that out of the way we run face first into a Boundary Condition. Cross the line bad stuff happens, cross it the other way and no more bad stuff! What happens to a Mech that hits 26 heat (with no Basic, no Speed Tweak, with 10 DSHS)? For 1 second the mech tries to slow down and then speed up again generating a crazy Delta V assuming it manages to slow down to new max speed and then accelerate back up to normal. Add in the fact that MWO doesn't calculate heat as an Integer but instead uses floats. Great so 25.00 heat means penalty and 24.99 no more penalty and this happens in a fraction of a second, 5 milliseconds to be specific or about 1/10th of my typically 50ish PING. CHAOS!
Can some sort of horribly complicated Movement Heat Penalty be created? Sure, it is just math after all. But the resultant kludge would end up having no resemblance to the TT Movement Heat Penalty. Worse the effects would be incredibly jarring to the Client and the Server would have to do a whole bunch of extra Maths.
You bring up the Movement system as it relates to terrain. At first glance it appears to be similar. It isn't. The terrain is a fixed known value. Both the Server and the Client know you can't go up the mountain side so there is no opportunity for a desync. Still you can see the strangeness of the Movement system and imagine what it would feel like if you try to do a TT Style movement penalty. Just play a bunch of games in Caustic Valley. At some point you'll see a mech, probably a big fast medium, run across those little grooves along the sides of the hills and the caldera at an angle. You'll see it stutter across as it speeds up and slows down rapidly over the course of a fraction of a second. You will think it is a network latency problem, imagining that the Player has a really bad ping. He doesn't
NOTE: This is the short version. There is a hell of a lot more I could write but I'm not going to do it. The day after I started MWO I said to myself what the heck!!??!? No Heat Penalty for movement and stuff!?!? I went and did the dishes while thinking about it (spent 15 minutes daydreaming) and said to myself... oohhhhhhh yeah... not really something that can be done in a way that isn't totally insane. PGI certainly thought about this stuff when they started writing the code and came to the same conclusion.
tl;dr There isn't one. At least this version avoided doing seriously huge amounts of math.
#67
Posted 12 September 2013 - 11:08 AM
PEEFsmash, on 12 September 2013 - 10:39 AM, said:
Bad players being exceedingly loud, pretending like their low-level play means anything to balance discussion, while suffocating the input of top-level players who, (like they do in every other competitive game), put real imbalances on display, while dispelling the perceived imbalances of the low-level masses.
Screech, on 12 September 2013 - 10:47 AM, said:
Can you diagram this sentence please.
Edited by PEEFsmash, 12 September 2013 - 11:11 AM.
#68
Posted 12 September 2013 - 11:13 AM
Matthew Craig, on 12 September 2013 - 09:16 AM, said:
As others have commented, the ability to reconnect and still be in the match would be great. I don't see any way it could be abused, but it would help a lot, particularly for people who disconnect during the start of the match (and I imagine 90% of all dc's happen during the start)
Matthew Craig, on 12 September 2013 - 09:16 AM, said:
Sounds good to me. Does this actually depend on the agreement of the community? It would certainly be nice if that were the case.
Matthew Craig, on 12 September 2013 - 09:16 AM, said:
I for one would glady wait longer to be guaranteed teammates and opponents at my own skill level. This is great news. Particularly since you're already supposedly looking at ways to make matches last longer, which means the increase in wait times is negated by longer matches.
Matthew Craig, on 12 September 2013 - 09:16 AM, said:
And on that general note, I think a lot of the people in this thread (not counting the ones who believe this game is coded by a hundred monkeys on typewriters) acknowledge that you're aware of the major issues. The disagreement and criticism mostly comes from what your priorities are, both in terms of what your programmers are working on and in terms of how many people you have working on different areas of the game. In short, we know you know we know.
I would also say that while I didn't really dare to think any PGI employees would read this thread, I did nevertheless intend for it to be constructive, just in case, and I hope you've had some benefit from reading it. Thanks for posting.
#69
Posted 12 September 2013 - 11:15 AM
#70
Posted 12 September 2013 - 11:17 AM
Not that I don't have issues with how Beta has been implemented, or that we'll still see same problems after launch, but that game we play now has been for the purpose of tweaking and balancing a system with more complicated mechanics than many first person shooters and needs the telemetry of thousands and thousands of players and a lot of time to find the middle ground. Players screaming because there are bugs and balancing issues or because something changes slow down the process.
Edited by Pirate2Ninja, 12 September 2013 - 11:58 AM.
#72
Posted 12 September 2013 - 11:28 AM
scJazz, on 12 September 2013 - 10:59 AM, said:
No huh?
Quote
Quote
Quote
Quote
Just to make things easier that means the top speed of a mech in MWO slows by 16.2kph unless it has Speed Tweak in which case it is 17.82kph. See this already sounds complicated. OK great, hit 5 heat on the TT which for a Mech with 10 DSHS means hitting means getting to 25 points in MWO or hitting 50% (not counting Heat Containment) and then your Mech's speed gets whacked. Now that we have gotten all of that out of the way we run face first into a Boundary Condition. Cross the line bad stuff happens, cross it the other way and no more bad stuff! What happens to a Mech that hits 26 heat (with no Basic, no Speed Tweak, with 10 DSHS)? For 1 second the mech tries to slow down and then speed up again generating a crazy Delta V assuming it manages to slow down to new max speed and then accelerate back up to normal. Add in the fact that MWO doesn't calculate heat as an Integer but instead uses floats. Great so 25.00 heat means penalty and 24.99 no more penalty and this happens in a fraction of a second, 5 milliseconds to be specific or about 1/10th of my typically 50ish PING. CHAOS!
Can some sort of horribly complicated Movement Heat Penalty be created? Sure, it is just math after all. But the resultant kludge would end up having no resemblance to the TT Movement Heat Penalty. Worse the effects would be incredibly jarring to the Client and the Server would have to do a whole bunch of extra Maths.
Besides, 'Maths' is what computers is best at...
Quote
Quote
tl;dr There isn't one. At least this version avoided doing seriously huge amounts of math.
Ultimately saying "it can't be done", or "if they do it, it breaks everything" is silly. All the pieces are there it's just a matter of assembling them correctly, instead of making a really bad decision worse by following it up with lots of compromises...
#73
Posted 12 September 2013 - 11:35 AM
Not just the size of the mechs although it is from this Scale problem that all other scale problems derive.
The scale of the Mechs are not varied enough because PGI started by using values established in TT. Which gives us a range of awful since TT canon scaling is so bad as to be unimaginable. This gives us Trebuchets as tall as Atlai. Things would have been much better if PGI just said the hell with it and made the Atlas 25m (whatever) tall the Locust 5m (whatever) and then filled in the range.
Once that initial screw up was made the Artists made Tourmaline desert with Crystal Spires 1km tall whose Collision Mesh can totally obsure a light mech.
#74
Posted 12 September 2013 - 11:37 AM
#75
Posted 12 September 2013 - 11:39 AM
#76
Posted 12 September 2013 - 11:50 AM
Matthew Craig, on 12 September 2013 - 09:16 AM, said:
"Making games is hard."
PGI/IGP have made their share of poor decisions and messed up plenty of things, but most people don't give them credit where credit is due. Game development is a *****, nothing ever goes as planned, everything takes longer than expected, and these guys are a pretty green studio for a project this ambitious. As much as I'm disappointed with a lot of things, they've still far exceeded my expectations (I decided not to be a Founder simply because I looked at the studio and said, "Nope").
#77
Posted 12 September 2013 - 11:59 AM
#78
Posted 12 September 2013 - 12:04 PM
Seriously Kroger, what the hell?
#79
Posted 12 September 2013 - 12:18 PM
#80
Posted 12 September 2013 - 12:28 PM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users