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Instead Of Forcing Stock Mode, Why Doesn't Pgi Just Balance The Weapons And Mechs?


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#101 Popcat

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Posted 06 June 2018 - 08:09 PM

Cloves - "To not allow one and only one perfect choice to override all other answers. If one option is clearly a bad choice, when compared to another, that is not a balanced selection of options, not even a real choice."

"For example when assault mechs where nerfed in the mobility department to attempt to reign in the firepower and armor they bring to the field, may players became upset, since it was harder to do as well as they did before."

So isn't this hypocritical. Was not the second done to correct the first? Or did I misunderstand that? If every one yells balance but then frustrated at not having the "override". Not trying be rude just curious.

Bran Cancer - Loved the answer exactly what I was looking for, but I'm curious when making changes like these can it have unforeseen consequences that once introduced, create a meta?

In general what point does the average pilot ability vs expectation break the balance vs a general game imbalance?

Edited by Popcat, 06 June 2018 - 08:18 PM.


#102 Cloves

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Posted 06 June 2018 - 08:42 PM

View PostPopcat, on 06 June 2018 - 07:57 PM, said:

The comparison was the game was already unbalanced if favor of some mechs now real time 3d play has created additional imbalances but we all like our mechs to be our known and loved mechs not all the mechs be high central hard points with the same levels of armor and same weapons. We don't want every one driving reskinned (insert meta here). So for instance Tesunie wants his crab and his huntsman to be viable in the game while still being a huntsman and a crab and not a reskinned (warhammer-6r). What specific balance changes or expectations are had by the experienced players to make it better? What does it look like?

So for example with Tesunie's example how do we make missiles as viable as ballistics and energy without turning it into reskinned ballistics for example?

longer recharge x an more ammo for B... I dunno go wild tell me. Because I don't know.

Sorry was typing while you two were replying.


The first thought that comes to me is to do something many folks here deride, that is to balance by spreadsheet. With the thousands or so player data sets generated every six minutes, over a period of a week you should have enough data to see that lasers are doing x damage per ton per second per range per slot per heat. You can then alter thier weight; damage, slots, time etc. If a particular piece of equipment has a statistical anomaly when compared to another piece of equipment, for example folks seem to be boating large pulse lasers, it may be because their particular ratios may be performing better than other pieces of equipment. If a particular mech seems to be producing higher damage scores than others, it may be because it has better geometry. Same thing for negative values, if a particular mech is underperforming it may be because it’s mobility is too low. Frequent small changes to every unique system, be it weapon, mech or even heat sinks could be performed. This would upset many people as it’s difficult to keep documented outside of a linked database. They would also feel that it invalidates thier experiences. No you likes change, especially negative changes. A constant buff of systems to avoid this upset would lead to spiraling numbers and power creep. But honestly, keep the changes small and nobody will likely notice. Mech geometry would likely have to remain stable, this can be offset with the equivalent of quirks. If PGI did much like they do now and merely vastly increase the frequency of action while decreasing the magnitude it would be more effective, less noticeable and would lead to less investment in a particular “meta” or level of performance for any particular mech. Much like they moved some mechs in Solaris divisions, they could have done it on the first day, but they waited weeks, and had planned on waiting 3 months. Many folks may have purchased mechs that where the best in thier division purely because of thier division placement, and now could be upset because that decision was invalidated. They should be transparent in thier goals and processes and not put off changes for months when they are aware of issues now.

View PostPopcat, on 06 June 2018 - 08:09 PM, said:

Cloves - "To not allow one and only one perfect choice to override all other answers. If one option is clearly a bad choice, when compared to another, that is not a balanced selection of options, not even a real choice."

"For example when assault mechs where nerfed in the mobility department to attempt to reign in the firepower and armor they bring to the field, may players became upset, since it was harder to do as well as they did before."

So isn't this hypocritical. Was not the second done to correct the first? Or did I misunderstand that? If every one yells balance but then frustrated at not having the "override". Not trying be rude just curious.



Bran Cancer - Loved the answer exactly what I was looking for, but I'm curious when making changes like these can it have unforeseen consequences that once introduced, create a meta?

In general what point does the average pilot ability vs expectation break the balance vs a general game imbalance?

The first statement was a definition more or less, of balance. The second was an answer to your question as to why folks do not like nerfs.

Edited by Cloves, 06 June 2018 - 08:44 PM.


#103 Cloves

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Posted 06 June 2018 - 09:02 PM

Popcat- it has been said that it is easier to buff than nerf. Expectations are formed over time, the sooner you correct for out of balance options the fewer expectations are formed. It is impossible to just buff, unless you have power creep that just invalidates all old choices. Nerfs must occur for there to be balance between newer and older mechs, between newer and older technologies. This was the major issue with the old core tabletop. In that era of gaming, especially amongst RPGs which where sold to the same market, there was a concept called splat book creep. Every release of a supplement invalidated the old rules in order to encourage folks to buy the new book. This is what we inherited. Clans where simply twice as good as what came before since sales where falling off on thier older material. We suffer from many of the same issues with mech pack releases, I even read complaints when there is not enough advancement in the new chassis just released. Some folks want to have a better game, some folks want to have a better mech than anyone else. I would rather please the first group. I understand that the company sells the new mech packs to keep thier lights on and stockholders happy, I would rather pay for things like premium time, tournament supporter packs, colors , cammo patterns, and a million mechbays than have to buy the latest mechpack in order to not be a farmed resource for the players that do.

#104 Brain Cancer

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Posted 06 June 2018 - 09:44 PM

View PostTesunie, on 06 June 2018 - 08:02 PM, said:


Not to be a downer here and all.... BUT...

If Endo came with such a big advantage, then what purpose would standard structure play? Would it just be useless except for in some situations (such as many assaults) and become an "upgrade" tax even more?


Standard structure works exactly the same for Clan and IS. If we built something with a Clan standard structure, armor and engine it'd be exactly the same as something with IS standard structure, armor and engine. It's the upgrades that benefit Clantech more than IS, so where the buff fairy needs to sprinkle some dust is on those in the name of balance.

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Same applies to FF. What benefit would you have for taking Std armor over any form of FF? More weight for less crits?
Any chance to damage an engine (as much as I would love it from lore), would leave even more dead mechs faster. Considering how high crit chances seem to be at the moment (which seems crazy high for all weapons somehow...). We'd be having mechs with just barely an armor breach suddenly keeling over from engine destruction, probably leading to frustration and confusion from players.


That's the fun part. We can stick as much or as little HP on engines as we want, although ideally there should be a decent chance that the engine can break down before the structure does. Otherwise, what's the point?

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Not arguing about possible changes to some base systems, but your current proposed changes I don't think would be good for the game overall. They work great as a TT incentive, where you control more than a single mech, and if one got a lucky(unlucky) engine crit and died... it hurts but it's not game over right there. This is a first person shooter, and we already have enough cases of uselessness when you have all your mech still around, but not a single weapon remaining because they all got crited out.


I like to say that the best debuff has always been zero health. I'd rather generally lose a heat sink or even a weapon before structure zeroes out, frequently taking another entire section with it...so critmongering doesn't bother me too much. Of course, MWO also lacks the options you have in Battletech- that is, there isn't even a crude melee option. If other shooters can pull it off even as a short range flashy effect that's actually a very, very short range "shot", even PGI should be able to add it in as an option. But that's another kettle of fish.

#105 Black Ivan

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Posted 06 June 2018 - 11:02 PM

They "tried" for how long now with their dart board.

#106 Lead Sponge

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Posted 07 June 2018 - 01:11 AM

View PostRoadblockXL, on 05 June 2018 - 06:19 AM, said:

They're just trying to trying to do something different while appealing to the lore purists.


Yeah... finally. I've been wanting a stock mode for a while. It's like a blessing. The lore is key to what Battletech is. If you throw it out, then what's the point? It's really not a Battletech game then.

#107 Savage Wolf

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Posted 07 June 2018 - 01:17 AM

View PostLead Sponge, on 07 June 2018 - 01:11 AM, said:

Yeah... finally. I've been wanting a stock mode for a while. It's like a blessing. The lore is key to what Battletech is. If you throw it out, then what's the point? It's really not a Battletech game then.

Changing rules does not change lore. Stop kidding yourself. You are not a lore purist, you are a rule conservative.

And if lore should be the most important, don't ever make a competitive multiplayer game because in that genre, balance and game mechanics are king.

And if you cannot change anything about Battletech without it no longer being Battletech, then you can never improve upon it. The rules and lore are ancient by now. Other old franchises figured out how to improve and not become something else. Warhammer 40k is on it's 8th edition and it's still 40k.

#108 Mole

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Posted 07 June 2018 - 02:13 AM

In all my years of gaming I've learned that a PvP game achieving perfect balance is pretty much an idealistic fantasy. This isn't a problem unique to MWO or even PGI and I really wish people would stop acting like it's easy.

#109 Wil McCullough

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Posted 07 June 2018 - 03:05 AM

View PostMole, on 07 June 2018 - 02:13 AM, said:

In all my years of gaming I've learned that a PvP game achieving perfect balance is pretty much an idealistic fantasy. This isn't a problem unique to MWO or even PGI and I really wish people would stop acting like it's easy.


It's easy. Just make everything the same. Haha.

Achieving balance while retaining specific faction "flavors" however is ridiculously difficult. That being said, pgi doesn't do itself any favours with their strange balance decisions.

#110 Ensaine

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Posted 07 June 2018 - 05:30 AM

Not a comp player, but I have watched quite a few matches.....

Last WC was a borefest. Al I got from it was how great a Pink Floyd concert was......LL's for days.........

At least in MRBC, we got to see some good brawls, and a few hat tricks, like Father Bills charge into the enemy ranks to totally throw the enemy team off balance (it worked).

Point is, I'd like to see something other than a wall of Hellbringers (one of my fav mechs I must admit) and other laser vomit builds going at it from 800m++ away.......hopefully there are chasis limits so we don't see a wall of Cataphracts or similar also.....

Balance? Too many paths to it IMO.. the one nagging issue I have, is the lack of balance on Assault mechs. No one caps their pants anymore when they turn a corner right into an Atlas's CT......I remember even strong heavies were not too keen on facing an Assault mech. Now, they're meh.

#111 Almond Brown

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Posted 07 June 2018 - 08:03 AM

View PostKaeb Odellas, on 06 June 2018 - 01:31 PM, said:


MW5 was what PGI wanted to make from the start, but couldn't get a publisher. MWO was made instead.

And I would personally welcome an MWO 2.0 in UE4 as long as I get to keep my mechs.


That was a LONG time ago good sir. Either way, the Lore ****** and TT grognards will simply kill anything BT related, as they have slowly done to MWO, that is not a direct translation.

Sadly BT is seeing that now as well. The Salt grows daily about non-TT stuff fcol. At least in the HBS version, players can MOD the game to try and get back to some form of base values. MW5 is not likely to be very moddable from the news that has been read about it so far...

I just hope MW5 will do justice to what MWO's FP should have been... for PGI's sake and not the players.

#112 Pain G0D

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Posted 07 June 2018 - 08:09 AM

I think stock mechs is a great idea . I also think using stock mechs for faction play would help alot .

#113 Tesunie

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Posted 07 June 2018 - 08:50 AM

View PostBrain Cancer, on 06 June 2018 - 09:44 PM, said:

Standard structure works exactly the same for Clan and IS. If we built something with a Clan standard structure, armor and engine it'd be exactly the same as something with IS standard structure, armor and engine. It's the upgrades that benefit Clantech more than IS, so where the buff fairy needs to sprinkle some dust is on those in the name of balance.



That's the fun part. We can stick as much or as little HP on engines as we want, although ideally there should be a decent chance that the engine can break down before the structure does. Otherwise, what's the point?



I like to say that the best debuff has always been zero health. I'd rather generally lose a heat sink or even a weapon before structure zeroes out, frequently taking another entire section with it...so critmongering doesn't bother me too much. Of course, MWO also lacks the options you have in Battletech- that is, there isn't even a crude melee option. If other shooters can pull it off even as a short range flashy effect that's actually a very, very short range "shot", even PGI should be able to add it in as an option. But that's another kettle of fish.


My problem does not fall upon the suggestion, but the fact that you'd be giving a double bonus to FF and Endo when taken, especially over standard versions.

It's the same argument about DHS and SHS... I've love for SHS to increase your cap while DHS increase your cooling. Might give balance between the two and SHS might become viable as a "brawling" keep your weapons shooting longer concept, where as DHS would incentivize poking and cool? Instead, we have people wanting to throw more advantages at DHS, because "they are suppose to be better".


I don't know. I never claimed to know all the answers, or even have solutions to problems I see. There probably should be some kind of better balance between clan and IS upgrades... I just can't think of any that would still leave std base options as viable. Then again, I'll also point to clan mechs with the lack of upgrades... such as the Nova for an example. The Huntsmen basically out does the Nova in everything but the (ER)(P)SL boating or triple AMS. So, what advantages could it see for taking standard structure and armor? (To give merit to my line of thought.)

#114 Mole

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Posted 07 June 2018 - 01:00 PM

View PostWil McCullough, on 07 June 2018 - 03:05 AM, said:

It's easy. Just make everything the same. Haha.

Achieving balance while retaining specific faction "flavors" however is ridiculously difficult. That being said, pgi doesn't do itself any favours with their strange balance decisions.


It's true that PGI makes some arbitrary and bad balance decisions. But one half of the playerbase whining about balance and the other half whining about lore when the lore of the particular universe this game is set in is mutually exclusive with balance doesn't at all help the situation.

#115 Popcat

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Posted 07 June 2018 - 08:34 PM

Cloves thanks for the replies.

I was curious about two points

that is to balance by spreadsheet: If you slowly change all the numbers to balance this way wouldn't eventually everything just be the same moving hard points, to all the same locations, same hit boxes, same weapons systems. etc. . .

" folks seem to be boating large pulse lasers, it may be because their particular ratios may be performing better than other pieces of equipment." What if it's just because it's easier to hit with lasers since there is no having to lead you target or Kentucky windage needed. Just point an click an keep it on the target. Would just reducing the damage fix this?

I guess I just feel surprised that there is a thread titled "Just balance the weapons and mechs" but no one really seems to know how or what actually needs to be done that will fix things and not break them. One person says fix A, B and C and the next person says fixing B and C is a mistake. I find it strange that everyone says things like: PGI makes some arbitrary and bad balance decisions (not quoting specifically as a lot of people have this sentiment. including myself) when it seem to me there is no true consensus of how to fix it.

"Yeah... finally. I've been wanting a stock mode for a while. It's like a blessing. The lore is key to what Battletech is. If you throw it out, then what's the point? It's really not a Battletech game then."

It's a fictional game with fictional lore, Keep the skeleton rewrite whatever doesn't bother me. Especially if it brings balance to the force. Just do us all a favor an get some one that loves it to write it don't do what they did with the last star wars.





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