Kaisha, on 25 February 2016 - 08:59 AM, said:
Wow, love the hostility on these forums...
There was no hosility. It's just a truism of sorts - balance here is incredibly complex, and if you think there's a simple solution (aside from "everyone runs the same thing") then you're overlooking something.
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I have a degree in mathematics and computer science. I've worked with hard systems. The systems in MWO are actually quite straightforward.
The systems in MWO are straight forward. Balance is not. There are a LOT of systems working in concert that result in a very complex animal insofar as balance is concerned.
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You want to want to know what a 'hard' system is? I wrote a WoW mod for our ~100 man guild (vanilla WoW) that ran a real-time in game distributed database that tracked every player's performance and contribution. This all had to be done in LUA, in a tiny amount of memory (as it was not a stand alone app but just an add on), on 2005 level hardware that had near-zero impact on in-game gameplay (you cannot have people lagging out mid Ragnaros attempt because the guild leader in Orgrimmar wanted to query the state of the raid). That's a hard system to balance because loads (processing, memory, and network loads) vary dynamically and dramatically.
...and is totally irrelevant. I did a really hard puzzle once too. That is also unrelated to MWO.
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Apart from egregious examples, it generally is that way. It SHOULD be that way, and with a few simple tweaks it can easily be this way. Changing the cost of a few weapons and mechs is far easier than than changing and balancing quirks.
I'm always willing to give people's "Look at how awesome I am in real life" stories on forums a pass. But this here gives lie to that.
First, in order to actually get usable balance, you wouldn't only need things to be priced in order from least effective:cheapest to most effective: expensive, but you'd need the individual comparisons to work too (cost of medium laser vs its effectiveness tracks with cost of autocannon 5 and its effectiveness).
Not only is this not the case, but prices in MWO are utterly disconnected from effectiveness. You can build the very best mechs/builds in the game for literally half the cost of a random and totally usable build, while objectively bad builds can be 3x or more the cost.
It's not just outliers.
And that's just talking about equipment. Mech chassis? They are priced basically (excluding included equipment) based on tonnage. But particularly if quirks are removed, mech chassis are not equal. Hardpoint locations, hardpoint counts, physical geometry, hitboxes, and more all determine effectiveness of a chassis and are totally unreflected in the cost.
What's truely ironic is that there's basically two mech costs: the standard engine mech (which is around 8-10m c-bills overall) and the XL engine mech (which is between 13-15m c-bills after all. The more expensive mech isn't better (or necessarily worse, its just a matter of whether it has more tonnage for weapBut and more vulnerability due to an extremely expensive XL engine. Basically everything costs the same right now. Light mech? FF, es, XL push the price to 13m. Assault? Much higher base price and STD engine push it there. (God help you if for some silly reason you run es/FF/XL on an assault!)
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Actually it does, just not as much as it should. And with a few small tweaks it can. It would be more intuitive (for both players and devs), it would be more flexible, and it would be easier for the devs than their current quirk system.
well, sure, if they changed the price of every single piece of equipment in the game, every mech cost, all to perfectly reflect relative balance, then sure.
But if that where easy, then balance would have been sorted long ago.