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A Community-Driven Balance Update


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#821 r4zen

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Posted 14 February 2018 - 10:38 AM

View PostFireStoat, on 14 February 2018 - 10:15 AM, said:


This is actually a very good point, and I hope we're not straying too far away from the OP's topic. As an example of what you're saying though, Riot Games has a number of in house staff members and testers for League of Legends that DO play at a high tier of ability. One of their staff members, Phreak, has been with the crew from the start and while his gameplay isn't competitive, he's displayed that he has a sharp understanding of mechanics and his rudimentary play skill is very top notch.



I used to play LoL exclusively and at a relatively high level - I loved their approach to balance. The fact that all of their employees (at least when I played) were encouraged to play at least a few matches every day was amazing. It wasn't too uncommon to be in a match with a 'red' (Riot employee). Everyone from the balance/QA team to the artists to the freaking accountants played the game and most had a passion for it. Their philosophy on balance is one I fully bought in to, even when I didn't agree with individual changes they made.

Great read if anyone is interested: https://kotaku.com/w...-for-1705527275

Lot of lessons could be applied to MWO, but MWO is a different beast with far more complexity (so many effing builds) and a much lower playerbase.

#822 Rusharn

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Posted 16 February 2018 - 09:23 AM

I would like to try the ballistic changes first before applying any of the energy changes. See if the changes move the Ballistics in a positive direction and how it interacts with the current meta and see if balance is moving in the right direction.

#823 Andi Nagasia

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Posted 16 February 2018 - 11:15 AM

View PostHammerMaster, on 13 February 2018 - 09:49 PM, said:

Irony?
Says "We're listening."
Podcast "No."

well they didnt say no, what Paul said is he liked some things and not others,
and their would be changes some of which were in this very Topic, but they would be small incremental changes,

#824 Dogstar

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Posted 16 February 2018 - 11:57 AM

View PostAndi Nagasia, on 16 February 2018 - 11:15 AM, said:

well they didnt say no, what Paul said is he liked some things and not others,
and their would be changes some of which were in this very Topic, but they would be small incremental changes,


That's a pretty positive spin on what amounted to a '$%^& you'.

#825 Andi Nagasia

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Posted 16 February 2018 - 03:25 PM

View PostDogstar, on 16 February 2018 - 11:57 AM, said:

That's a pretty positive spin on what amounted to a '$%^& you'.

well if you listen to something looking for Fault you'll find it,
if your looking for only its praises then you'll find that as well,

personally i would like to have heard of PGIs willingness to do something with LRMs,
a rework, a stat Mix up, but sadly we only got, that PGI cant really change things right now,
as it would ether mess up low tier play or it would mess up higher tier play, that to only expect small Stat Changes,

now im not happy about that, but mostly what they said did seem sincerer,
its not positive spin, and to take that pod cast as PGI not listening to the Community?
well perhaps you should listen to it again, because what was said was PGI trying to find middle ground,

(No Guts No Galaxy #164: Paul Inouye)

#826 naterist

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Posted 16 February 2018 - 03:30 PM

am i the only one who thought pgi was politely telling us that theyre doing a thing and so **** off, and bombadil was just spending the time in between trying to lowkey teach people how to deal with rejection maturely?

#827 Brain Cancer

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Posted 16 February 2018 - 04:12 PM

Quote

that PGI cant really change things right now,


No. It's that Paul is about as creative about balance as a bull is graceful in a china shop.

Not at all, and a lot of things get broken in the process.

#828 Nightbird

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Posted 16 February 2018 - 04:20 PM

Good job guys! You made PGI listen to the community! Pats on the back all around!

#829 Sereglach

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Posted 16 February 2018 - 04:47 PM

View PostNightbird, on 16 February 2018 - 04:20 PM, said:

Good job guys! You made PGI listen to the community! Pats on the back all around!

This patch is a "start" and something PGI purportedly had locked down even before any of this started. The important part isn't to celebrate now, but to keep on PGI's back, about balance, until the game feels a lot better and more enjoyable than it does now.

Then, after we reach that point, we continue to keep on PGI's back until ALL of the mechs and weapons in the game feel viable and enjoyable. In other words, you can't stop on one nudge in the right direction, and you can never really give up; because if the community gets complacent and stops voicing the issues to PGI, then PGI will get complacent and the quality of the game will decline (again).

#830 HammerMaster

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Posted 16 February 2018 - 06:18 PM

View PostSereglach, on 16 February 2018 - 04:47 PM, said:

This patch is a "start" and something PGI purportedly had locked down even before any of this started. The important part isn't to celebrate now, but to keep on PGI's back, about balance, until the game feels a lot better and more enjoyable than it does now.

Then, after we reach that point, we continue to keep on PGI's back until ALL of the mechs and weapons in the game feel viable and enjoyable. In other words, you can't stop on one nudge in the right direction, and you can never really give up; because if the community gets complacent and stops voicing the issues to PGI, then PGI will get complacent and the quality of the game will decline (again).


This is for MechtheDane . He'll do another video for our delight and someone else's (Paul) disdain. I really don't want to pick on him I just am irked.

Edited by HammerMaster, 16 February 2018 - 06:59 PM.


#831 Agent 0range

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Posted 20 February 2018 - 12:25 PM

I don't have time to read 42 pages. So if this is already mentioned my apologies

IS Double heatsinks need to be buffed
Currently IS is so crit space limited you cannot get enough on a mech to use the faster cycling weapons. The Damage per heat is very similar on weapons across IS and clan then adding in the lighter clan weapons and more heat sinks the old adage that IS are more heat efficient becomes a lie. I would prefer to see base increase to IS tech improving it and phasing out some of the quirks making building a mech related to your choices on the equipment not quirks

#832 M R T

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Posted 20 February 2018 - 02:19 PM

Clan and IS laser vomit comparison example, ton for ton, same alpha power:

65 ton Linebacker: http://mwo.smurfy-ne...f078977fea2de73
65 ton Thunderbolt: http://mwo.smurfy-ne...820342e29f3fa4c

#833 Scyther

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Posted 20 February 2018 - 02:24 PM

Unsure what your point is? Clan mech 30% faster, more surviveable, higher sustainable DPS, higher cooling efficiency. This is what we all know about direct/comparable IS vs Clan comparisons, isn't it?

Edit: Also, the LBK has better synch-up between ranges and cooldowns for easier fire control.

Edited by MadBadger, 20 February 2018 - 02:26 PM.


#834 Gas Guzzler

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Posted 20 February 2018 - 02:30 PM

View PostMorte Nilsum, on 20 February 2018 - 02:19 PM, said:

Clan and IS laser vomit comparison example, ton for ton, same alpha power:

65 ton Linebacker: http://mwo.smurfy-ne...f078977fea2de73
65 ton Thunderbolt: http://mwo.smurfy-ne...820342e29f3fa4c

I don't understand these builds, both have ghost heat.

Go 2 HLL 4 ERML on the LBK and 3LL 5(ER)ML on the Top Dog. (The Linebacker is better though FYI)

#835 M R T

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Posted 20 February 2018 - 02:46 PM

View PostGas Guzzler, on 20 February 2018 - 02:30 PM, said:

I don't understand these builds, both have ghost heat.

That's ok. They are just abstract examples to show the vast difference in power between a clan laser vomit and a IS laser vomit build, ton for ton, damage for damage. Of course there are better builds to play with, but these abstract examples line up perfectly point for point.

I have no problem with clan lasers being slightly better than IS lasers, but atm clan lasers are better by a landslide. The clan build has vastly faster speed, vastly better heat dissipation, and superior ton and crit slot cost in comparison to the IS build.

The example shows what the IS build has to do to get the same amount of laser vomit damage as the clan build.

#836 Jlo

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Posted 21 February 2018 - 04:34 AM

I am not the best or most experienced player but the time i have played and got to know mechanics, balance, the current metas and bit of the past ones. I'd really like to see how the ballistic modifications listed here would work. Alltogether the changes look really good and i hope they would implement them at some point. I't is kinda sad that the devs are literally "leashed" to do little modifications only and so rarely. I hope they would pick up the pace and just listen to community about the changes.

Edited by Jlo, 21 February 2018 - 04:40 AM.


#837 Nik Reaper

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Posted 21 February 2018 - 04:52 AM

The thing that boggles my mind the most is if balance changes, with out mechanical alterations to the systems of the game, are just numbers in a file somewhere why are those locked in a month in advance as well, because they need months of data to justify trying something out that they can recall at a moments notice?

#838 The6thMessenger

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Posted 21 February 2018 - 03:12 PM

Is the Open-Letter even being updated? Where are the RAC changes?

#839 Khobai

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Posted 21 February 2018 - 06:26 PM

Quote

Unsure what your point is? Clan mech 30% faster, more surviveable, higher sustainable DPS, higher cooling efficiency. This is what we all know about direct/comparable IS vs Clan comparisons, isn't it?


clan mechs arnt more survivable

the rest is true though

#840 InvictusLee

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Posted 21 February 2018 - 06:46 PM

View PostThe6thMessenger, on 21 February 2018 - 03:12 PM, said:

Is the Open-Letter even being updated? Where are the RAC changes?
Did PGI say no and the community just wimp out on us?





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