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Balance Vs. Role Warfare


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#1 Stepping Razor

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Posted 16 February 2014 - 02:25 AM

This is a hard question and a little bit confusing it might not be exactly towards the Dev's its more of a question towards all Gamer's and Developers alike. Though this question will probably not be answered.

What i am wondering is why do you "PGI" bend to our every will? This question pertains Balance VS. Role Warfare. back in the beta days at least when i played Oct 2012, and spring 2013. i understood Role Warfare, i always have in games. Though games nowadays seem to "BALANCE" which eliminates Role Warfare destroying the way the game/games are meant to be played (should be played).

So to ask the question again,

Why do you "PGI" bend to our every wish instead of forcing us to play our roles and play the game the way it should be played?

Most of the time the reason some one wants you (PGI or any game developer "yes I'm looking at you Blizzard ENT. :angry:" ) to Nerf something is because they don't fully understand it or know how to counter/inter act it on the battlefield, this leave us "not learning new tactics" all that happens is the game gets bland and then people lose in their interest in the end.

Edited by Stepping Razor, 16 February 2014 - 06:28 AM.


#2 PinCushion

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Posted 16 February 2014 - 07:07 AM

View PostStepping Razor, on 16 February 2014 - 02:25 AM, said:

Most of the time the reason some one wants you ... to Nerf something is because they don't fully understand it or know how to counter/inter act it.


People like winning and hate losing.

If you play Rock, and get beat by Paper all-day every day then you're gonna think Paper is OP.

You won't care about Scissors because you destroy Scissors on a daily basis. It just won't occur to you in any meaningful way that Scissors is the counter to Paper because Scissors "sucks."

Related to this, Devs like money. They think they retain more players by listening to complaints. You can see it with PGI here. They've spent a lot of time listening to complaints, and now they're finally experienced enough to know that the community has no clue how to make a good video game.

#3 Asmudius Heng

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Posted 17 February 2014 - 02:15 AM

View PostStepping Razor, on 16 February 2014 - 02:25 AM, said:

This is a hard question and a little bit confusing it might not be exactly towards the Dev's its more of a question towards all Gamer's and Developers alike. Though this question will probably not be answered.

What i am wondering is why do you "PGI" bend to our every will? This question pertains Balance VS. Role Warfare. back in the beta days at least when i played Oct 2012, and spring 2013. i understood Role Warfare, i always have in games. Though games nowadays seem to "BALANCE" which eliminates Role Warfare destroying the way the game/games are meant to be played (should be played).

So to ask the question again,

Why do you "PGI" bend to our every wish instead of forcing us to play our roles and play the game the way it should be played?

Most of the time the reason some one wants you (PGI or any game developer "yes I'm looking at you Blizzard ENT. :lol:" ) to Nerf something is because they don't fully understand it or know how to counter/inter act it on the battlefield, this leave us "not learning new tactics" all that happens is the game gets bland and then people lose in their interest in the end.


Balance does not mean elimination role warfare. Balance means there are viable playstyles across roles.

What you seems to be suggesting is that there is symmetry in game design so nothing can be different in case something is not perfectly balanced.

It is completely possible to have a depth of role warfare while having a largely balanced game meaning everyone can bring viable mechs to the battlefield.

This does not mean you will always have the bestrole/mech/loadout for the map or enemy composition, but that does not make it inherently imbalanced.

I for one would love to see real role warfare and if that means more hardcore restrictions on what mechs can do to fit broad roles then i am all for it.

What PGI wants to do is give as much customisation to people as possible because people like tinkering with mechs, but this waters down the individuality and role of a mech ... balance is a seperate issue.

#4 Stepping Razor

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Posted 17 February 2014 - 04:42 AM

View PostPinCushion, on 16 February 2014 - 07:07 AM, said:


People like winning and hate losing.

If you play Rock, and get beat by Paper all-day every day then you're gonna think Paper is OP.

You won't care about Scissors because you destroy Scissors on a daily basis. It just won't occur to you in any meaningful way that Scissors is the counter to Paper because Scissors "sucks."

Related to this, Devs like money. They think they retain more players by listening to complaints. You can see it with PGI here. They've spent a lot of time listening to complaints, and now they're finally experienced enough to know that the community has no clue how to make a good video game.

View PostAsmudius Heng, on 17 February 2014 - 02:15 AM, said:


Balance does not mean elimination role warfare. Balance means there are viable playstyles across roles.

What you seems to be suggesting is that there is symmetry in game design so nothing can be different in case something is not perfectly balanced.

It is completely possible to have a depth of role warfare while having a largely balanced game meaning everyone can bring viable mechs to the battlefield.

This does not mean you will always have the bestrole/mech/loadout for the map or enemy composition, but that does not make it inherently imbalanced.

I for one would love to see real role warfare and if that means more hardcore restrictions on what mechs can do to fit broad roles then i am all for it.

What PGI wants to do is give as much customisation to people as possible because people like tinkering with mechs, but this waters down the individuality and role of a mech ... balance is a seperate issue.


Thanks y'all that clears up my thought process a bit and sheds some new light on my perspective of what i view "balance" as. i liked the Rock Paper Scissor Analogy a lot, and i like the idea of more controlled mech load outs, not on a crazy scale though, more on the lines of like not allowing AMS on pretty much all the mechs, maybe only allow it on a handful, or long shot here just popped into my head possibly "having a separate engine class for each chassis type, light/medium/heavy/assault" wich would then put more limits on how Fast/damage output, etc, i know there are some engine that just are not used because no matter how u fit them out another engine will always trump it via it being the same weight as the one higher exp. STD 150-170 all weight the exact same, so why would u ever use the 150 etc. i might be asking a little to much at this point, so good luck you all and thanks again for your reply's and if anyone else has good idea's or incite on Role Warfare VS. Balance i would like to hear them. don't be shy i am pretty open minded, and I'm trying not to have this topic a strait hate thread, though it might come off that way.

#5 Asmudius Heng

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Posted 17 February 2014 - 05:11 PM

View PostStepping Razor, on 17 February 2014 - 04:42 AM, said:


Thanks y'all that clears up my thought process a bit and sheds some new light on my perspective of what i view "balance" as. i liked the Rock Paper Scissor Analogy a lot, and i like the idea of more controlled mech load outs, not on a crazy scale though, more on the lines of like not allowing AMS on pretty much all the mechs, maybe only allow it on a handful, or long shot here just popped into my head possibly "having a separate engine class for each chassis type, light/medium/heavy/assault" wich would then put more limits on how Fast/damage output, etc, i know there are some engine that just are not used because no matter how u fit them out another engine will always trump it via it being the same weight as the one higher exp. STD 150-170 all weight the exact same, so why would u ever use the 150 etc. i might be asking a little to much at this point, so good luck you all and thanks again for your reply's and if anyone else has good idea's or incite on Role Warfare VS. Balance i would like to hear them. don't be shy i am pretty open minded, and I'm trying not to have this topic a strait hate thread, though it might come off that way.


Rock paper scissors i find is too simplistic an analogy and is quite frustrating if applied too harshly.

What is meant is that some roles will trump other roles in the right situation, however we have seen what this does with ECM and LRMs. ECM trumps LRMs. Did this make an interesting and nuanced game where people would be countering ECM with TAG and PPCs but without that LRMs would be mitigated in certain circumstances.

No

LRMs became trash (there are other issues though). Mainly though it is because you did not know if your LRMs would be wholesale countered by ECM. Even with TAG it became an exercise in frustration and still it using LRMs.

So rock counters scissors ... but was it a satisfying experience for either player? The ECM player got a free ride and the LRM player got his main weapons neutered and felt useless on the battlefield.

This is a HARD counter and what some people think creates balance, if the system worked better then LRMs should be devestating if they did not have ECM so the risk reward is balanced but then non ECM mechs would have a less than great experience too.

Hard counters rock paper scissors style do not leave a good playing experience espeically if you cannot shoose your team loadout.

Soft counters would work much better. Using ECM again as an example, if it made it HARDER to use LRMs against but did not destroy them then people might be more inclined to use them as main or backup weapons. If it took longer to get a lock, or if it made the missiles spread out a lot or something then you have an effective system to protect against LRMs but would not eliminate someone elses game experience completely.

Another example on a macro view is the kind of balance we get at ranges.

Brawlers SHOULD be better once in range of a sniper or indirect fire boat. If they take the risk of getting into that range without being able to outlay damage thier close range weapons should be able on even skill level be much more powerful than the sniper via damage output or constant firing due to lower heat or something.

Snipers should have the advanatge over brawlers at range.

indirect fire should be able to flush snipers out of entrenched positions and be able to give area control if left unhindered but get hurt by brawlers in close range and be outclassed by snipers when out of cover.

This does not mean a sniper cannot kill a brawler in a brawl, nor does it mean an LRM boat cannot compete with a sniper at range if he is careful even firing directly.

Rock papaer scissors indicates that a brawler would be almost unopposed in close range rather than simply having a greater advantage.

Gradiation is needed but enough advantage for each role to make you want to focus on that role. It is a delicate balancing act but PGI has got some problems here:

HARD counters in the form of ECM, vs TAG, Vs BAP etc where things counter each other completely instead of giving gradiation of performance. As such BAP is just a streak tax for instance, you never take SSRMs without BAP now just in case you get an ECMer in your face.

Poor brawling weapons. SRMs, LBX, Pulse lasers are considered sub par weapons for brawling leaving only a few viable weapons in that catagory.

LRM nerfs - PGIs inability to make LRMs a viable single launcher weapon compared to a boated weapon, and their inability to have a proper risk reward system of indirect ve direct fire means LRMs were nerfed into the ground to avoid another LRM apocalypse. This is a case where different mechanics were needed to make the ROLE fit but instead they players with values only.

#6 Stepping Razor

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Posted 18 February 2014 - 07:43 AM

GREAT Perspective and nice thoughts Asmudius Heng, RPS "rock papers scissors" still seems ok to me because there is always a tactic to protect your role (maybe not on every map though sigh), say the enemy team has tons of lrms, don't stray far from cover, creating a more defensive position, say the other team has lots of pop tarts, form a strike team to in a sense sneak up on your enemy with in the ppc range etc, Strike fast and hard.

These are some thoughts about what I've seen, i know people don't like the 1 min wait if every one doesn't ready up but i honestly liked it, while pugging i would create groups based on the mechs i would drop with VIA command ONLY AFTER I POSTED "Are there any Premade Groups, or Lances" after answers i would proceed to switch around groups via what there roll looked like and speed, then i would start talking about strategic approach to map, i had a lot of people say "i got an idea click the ready button" so it was hard to get cooperation in some circumstances just because people want to drop quick and fight quick with no war strategy.
This tactic worked great for me, though ever map is completely different i stopped commanding on frozen city and tourmaline desert because i just had bad strategy's for those maps and i would lose a lot. But for every other map, my win/loss went up drastically because the team was just more organized and understood the places on the map that had better advantages. i would also post to new players "learn what not to do instead of learning what to do, because if they learned what not to do they could apply it to every map, and it would just subconsciously make them better players"

well im getting a little side tracked from what i wanted to talk about but i guess its ok.


Back to this RPS, mainly what Asmudius was talking about

Is it possible that matchmaking plays a huge roll in this "I am waiting impatiently for the so called tonnage limit introduction, though is this going to make some lights more over-powered" i know in mech warrior tactics the group you make to fight has a ranking based on weight/weapons so 4 stalkers would have a rating of 7000, where 4 lights would be around 2500. so when you dropped it wouldn't be to much of a gap being a turn based game. I know MWO is not turn based so the mechanic like this would not work so well, but maybe similar.

OK here is my suggestions, i know this is gonna sound a little weird and it think it would be a lot of work, So we currently have 3 different game types, though we drop all the same. Maybe have a few different drop types. i know this will expose online activity and u might ended up dropping with or against some one numerous times, but doesn't that happen already and would it just create more friends/tiers of players to create a more balanced drop session, seeing some one a bunch of times u could them make more of a bond and expand you friends list with people that u just see around a lot and com to agree that you like dropping with them. side tracked again i guess ok.

Drop Types

Maybe give an option when dropping to select a match type, along with the game type(any, skirmish, assault, conquest) this would promote role-warfare, but would also create longer wait times, for matches(that's just a given and it would be awesome if it could be avoided, maybe by showing the percentage's of community dropping in certain weight types, then you could fill the role if you chose to.).
So here are the match types, and each match type has a potential drop, so you would say choose "Ton up" and it would randomly drop you in one of the 3 sub category's.

Balanced - 3 Assault, 4 Heavy, 2 Medium, 3 Light.
- 2 Assault, 3 Heavy, 4 Medium, 3 Light.
- 4 Assault, 2 Heavy, 2 Medium, 4 Light.

Ton up - 6 Assault, 6 Heavy.
- 7 Assault, 5 Heavy.
- 5 Assault, 7 Heavy.

Boxer's - 12 Mediums.
- 6 Medium, 6 Heavy.
- 8 Medium, 2 Heavy, 2 Assault.

Speed Demon's - 12 Light.
- 8 Light, 2 Medium, 2 Heavy.


and maybe a few other assortments not to many though need some control so it doesn't get to specific and promote extra long wait for games. these are just thought i came up with them while i was typing the first 2 paragraphs, but seemed like a decent idea, what do yall think.

i might try and post this idea on another topic if i do i will come back and edit and drop a link for the new topic.

#7 PinCushion

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Posted 18 February 2014 - 08:51 AM

View PostAsmudius Heng, on 17 February 2014 - 05:11 PM, said:

ECM trumps LRMs....etc.



Agree. ECM should have required players to DO something. Right now, it's just a tonnage nerf. BAP is the same way. Artemis is also. TAG almost is.

What if ECM was an active module that broke locks, or caused a targeted mech to be unable to lock things for a certain amount of time, or when activated made LRMs hit another random mech nearby (friend or foe)? What if ECM was actually a tool that players had to use in order for it work? Then it might actually have been FUN!

Counters don't have to be unfun, but PGI was lazy in the implementation of that one. They're learning.

As to role warfare, it's coming along but it'll be mostly in the hands of players. PGI isn't going to give us roles to inhabit. We'll have to make up our own, and deal with the fact that those roles will be nerfed a lot because people don't like getting dominated by the unfamiliar.

Think of all the crying about the Jump Jet Sniper role. The whole purpose of the role is to force opponents to stick to cover, and remove their initiative. It works pretty well so it's getting nerfed.

It occurs to me that if LRM boats didn't suck they would make a natural counter to the hill-hugging Jump Jet Sniper role, and we'd have a quickly developing meta game.

I suppose it is not meant to be.

#8 Asmudius Heng

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Posted 18 February 2014 - 01:58 PM

LRMs just need to be more powerful when direct fired and less powerful when firing indirectly so that your risk vs reward situation is better.

If you leave cover as an LRM boat you are at a major disadvantage because people an fire back at you before your missiles will ever reach them.

The LRM nerfs were because indirect fire by a bunch of LRM boats would destroy people even when they were playing safe and smart.

PGI needs different mechanics for LRMs for direct and indirect so that LRMs can be powerful weapons with an alt mode but with serious disadvantages as well.

Anyway I have beaten that dead forse since closed beta so I will leave it alone now.

Complex drop weighting systems might be very hard to do though in response to stepping razor. I think in the old EA mechwarrior online game different areas or planets had different weights or something. I would love to see some sort of tonage limit whichever I'll come, but not be the same tonnage every drop and would vary up and down based on mission on the world being attacked.

However the basis of balance needs to be fixed first and much of that comes down to information warfare improvements, better commanding options, quirks for mechs to be more optimal in certain roles. .. But most importantly weapon balance that plays to broad combat roles ... Oh and better game modes that require a greater mix of abilities would be nice too ... Its a big list but if they got weapons right so there's of where you engage at what range and how are fixed it would go a long way.

#9 PinCushion

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Posted 18 February 2014 - 02:03 PM

I always found the disadvantage of being completely helpless when someone was at close range to be sufficient.

When I ran LRMs I'd get demolished by any Light/Medium that happened to circle around the battlefield because my primary weapons don't work at close range. I was a free kill.

It hardly matters now. LRMs are changed and probably not gonna be unchanged for a long time.





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