Raggedyman, on 02 August 2015 - 08:58 AM, said:
In TT they set the numbers, got back an incomplete set of data by asking player their anecdotal opinion based on about 0.001% (if that) of all the games of TT ever played (including lord knows how many on homebrew rules or misunderstood actual rules) and then made another pitch at it every few years to gague the impact via sales figures and fanmail.
That is somewhat different to the ability of a video game to record every single game in as much detail as wanted.
Please note that I am also saying that it gives you the ability to revise the points multiple times until you get it right, I would expect and hope to see more revisions than in the TT version, to begin with I would hope to see them weekly if not daily.
And it is really that simple, as what I have described is basically how MMO's (and other game styles) calibrate weapon costs/powers/points/whatever
You give a weapon a bunch of stats and a rough points/cost/power/tier/whateveryourmarkeriscalled value
You run it in game a couple thousand times (simulation, QA department, or player base)
You see how the results marry up to what you thought would happen
You move the stats or the points
You run it again (and again and again and again)
Simple does not necessarily mean "easy" or "not a ballache"
You score it by assigning it a rough value, then seeing how it works out when you look at the big data.
And then you revise it until you get it being correct about 95% of the time.
The reason that people have complex discussions about how well things are or aren't working is because they have a very limited set of data and are trying to extract very complicated conclusions from it. They also try and do this from the presumption that their data set (their "personal experience") is accurately recorded, has had all variables accounted for, and is an accurate average of what is happening through out the game. Often they also do it from the premise that if their experience or analysis is questioned or discounted/ignored/not acted on as accurate average of all other experiences then they have been slighted and their honour must be defended.
If they had the data from the whole of the game it would be possible to point and go "well over 2000 rounds thats got a pointcost of 3 but a victory result of 4, so it needs a change as they should be equal" (as an example).
The TT battle value system is based on mathematical models (Example here Weapon Battle value Calculator) not some randomly picked numbers that are then play tested by "0.001%" or created by people who don't understand the system.
Everything in TT BattleTech can be equally measured based on hit/damage charts and percentages. It's fairly easy to do there because most weapons do a fixed amount of damage and weapons that don't deal fixed damage have averages that are used based on the dice percentages.
Hit locations are randomly determined with weighting to certain locations being higher to spread damage around so 16 tons of armor is always more survivable than 10 tons of armor, and so on.
None of this is true in MWO. We get to aim for specific locations, so things like an XL engine in an Awesome is a death sentence in MWO when it makes sense in TT. Most weapons in MWO are variable damage and the damage they do is based on the player's skill not the luck of the dice. High or low mount points change the value of any given weapons, as does the number, etc. Even with thousands of game data sets it wouldn't be easy to create a TT like BV system for MWO that has any great accuracy.
And you would have to be able to separate player's skills from the results so that the FS9-S in the hands of an expert player isn't treated the same as the non-basic'ed meta FS9-S build in the hands of a new/low skill player otherwise there is zero value in using it for any matchmaking balance.
Creating an MWO value system that uses an objective model to rate a mech, then gives it quirks according to that rating is far easier to do since it would be rating the potential options of the mech and not being used as a match making balance metric.
Edited by MrJeffers, 02 August 2015 - 02:06 PM.