What The Heck Is A Bv System?
#21
Posted 13 July 2015 - 06:40 PM
#22
Posted 13 July 2015 - 06:43 PM
TBR 100
SCR 100
DWF 100
Everything else <100
Give quirks based on weight.
I have officially balanced the game.
#23
Posted 13 July 2015 - 08:34 PM
You then have the option of determining a BV per variant or per build. Per variant is much easier and means you don't have to care about 9-flamer Dire Wolves.
#24
Posted 14 July 2015 - 01:57 AM
Burktross, on 13 July 2015 - 04:15 PM, said:
Rule of thumb is that clanner mechs have higher BV than their equal weighted counterparts-- thus the IS was able to field a number advantage to counter the clan power advantage.
We don't have that here, so clantech and IStech must be balanced
And a single Piranha would completely wreck 2 Locusts.
#25
Posted 14 July 2015 - 02:06 AM
In other words, if it has a high BV, it's going to get negative quirked into the ground. Or the lower ones will get positive quirks.
Nothing really new... which saddens me a little, because I no longer see how IIC mechs are going to be balanced.
#26
Posted 14 July 2015 - 04:07 AM
MischiefSC, on 13 July 2015 - 04:15 PM, said:
In reality it doesn't really work. There is no actual way to actually objectively assign values to things in this sort of environment. Synergy, positioning, the fact that an XL may be brilliant in one build and suicide in another, that on a Spider FF is worthwhile while on an Atlas it's stupid, etc. etc.
I will agree that a Battle Value/points system can never be perfect, however to describe them all as inherently arbitrary is somewhat disingenuous, as with work an analysis you can get them to the "pretty good" levels of usefulness, including allowing for synergy issues.
A lot of it comes down to setting a goal of accuracy, accepting outliers as inevitable, and going for the big numbers (say "90% of matches with a 95% points balance will have a 55/45 victory chance split, over a 3 month period") rather than focusing on singular situations with a lot of none-points related variables (say "I packed a 30ton mech with a million lasers, drank a bottle of bleach, and then lost against the DireWolf. System be broken!!").
It also involves having the points system fit around the game by going over the data of how things actually perform, rather than trying to shoehorn the game into the points system by going 'nope, drop that items range as it's still not an X point bit of kit'.
Edited by Raggedyman, 14 July 2015 - 04:10 AM.
#27
Posted 14 July 2015 - 05:29 AM
That's why you use equations.
Each thing gets pretty damn complex when, with a small sample:
This shows how you can make a comprehensive and practical BV that actually does what we want.
But is also VERY complicated.
It wont be perfect, but it'd be as close as you could possibly get.
Edited by Ovion, 14 July 2015 - 05:32 AM.
#28
Posted 14 July 2015 - 07:21 AM
Seriously.
Elo works fine in multiplayer games, but it needs a lot more data than it does in chess. Imagine the possibilities if every single game by every single player could be used to rate the Medium Laser. Or the PPC. Or every weapon and every Mech and every hardpoint location all at once.
Sure, a medium laser on a Timber Wolf will seem "more powerful" than a medium laser on an Adder. The effect on the medium laser will be a wash between those two Mechs, but the Timber Wolf's rating would go up and the Adder's would go down. Eventually things would settle down and you'd have objective and accurate ratings for everything in the game.
But yeah, never gonna happen. Too much work to implement it, and then they'd have to let it run in the background without using it for a while to let the ratings settle before doing anything with them. PGI do work on something they can't make money off of for months? Yeah... right...
#29
Posted 14 July 2015 - 07:33 AM
Raggedyman, on 14 July 2015 - 04:07 AM, said:
I will agree that a Battle Value/points system can never be perfect, however to describe them all as inherently arbitrary is somewhat disingenuous, as with work an analysis you can get them to the "pretty good" levels of usefulness, including allowing for synergy issues.
A lot of it comes down to setting a goal of accuracy, accepting outliers as inevitable, and going for the big numbers (say "90% of matches with a 95% points balance will have a 55/45 victory chance split, over a 3 month period") rather than focusing on singular situations with a lot of none-points related variables (say "I packed a 30ton mech with a million lasers, drank a bottle of bleach, and then lost against the DireWolf. System be broken!!").
nope
It also involves having the points system fit around the game by going over the data of how things actually perform, rather than trying to shoehorn the game into the points system by going 'nope, drop that items range as it's still not an X point bit of kit'.
Nope, largely arbitrary. The values are not consistent and heavily inter reliant. Beyond which their value is relevant only in relation to the skill of the player using them. Some people rock lights some don't. Beyond which things like hsr updates can dramatically affect the viability of mechs and weapons.
An xl in a spider is great. Mgs in some spiders are good. Xl in a atlas and Mgs in an atlas are terrible.
You are better off using something akin to Elo but drilled down to components and chassis as a modifier to a players overall Elo. That could be very useful. A flat bv system though is broken out of the gate, even more so in mwo than tt.
Edited by MischiefSC, 14 July 2015 - 07:37 AM.
#30
Posted 14 July 2015 - 07:38 AM
#32
Posted 14 July 2015 - 09:00 AM
Better mechs have a higher BV. Those same mechs with optimal loadouts have even higher BVs.
It's superior to balance by tonnage, and PGI has said they are going to use their own customized version, and not the Table Top version.
They have much more data to backup their numbers.
Edited by reddevil, 14 July 2015 - 09:02 AM.
#33
Posted 14 July 2015 - 09:03 AM
#34
Posted 14 July 2015 - 09:05 AM
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