

Modern Warfare Mp Design Director: Balancing Everything Kind Of Boils The Fun Out Of Things
#1
Posted 27 August 2019 - 08:41 AM
Just saying
#2
Posted 27 August 2019 - 08:48 AM
We need to roll back all Clan tech to how it was first released and remove all quirks. That would make the game more fun!
#3
Posted 27 August 2019 - 09:27 AM
#4
Posted 27 August 2019 - 09:27 AM
#5
Posted 27 August 2019 - 10:35 AM

#6
Posted 27 August 2019 - 11:16 AM
1) 1:1 balance where everything is equal...like chess without the player. Every figure is the same for both sides. Everyone has the same starting conditions and so on.
2) Asymetrical balance where different players have different abilities or weapons but the same chance of winning the game by using what they have to their advantage.
That can also include rock-paper-scissor mechanics. Think Zerg, Protoss, Humans for example.
MWO sadly never managed to perfect the asymetrical system and was leaning to much towards the 1:1 system that is kinda boring.
#7
Posted 27 August 2019 - 11:37 AM
Bud Crue, on 27 August 2019 - 09:27 AM, said:
I wants my light sabre lpl Locust back.
#8
Posted 27 August 2019 - 11:46 AM
1. Something is identified by the community as really strong and easy to use. (aka overpowered)
2. People flock to it.
3. Developers nerf it.
4. People freak out.
If I was developing a competitive multiplayer game, I would start everything at a really low baseline. Then you just progressively powercreep everything that isn't overpowered. It gets you to the same place, but without the community wailing and gnashing their teeth.
#9
Posted 27 August 2019 - 12:04 PM
people think of balancing as a flattening of values so everything is the same, which is boring. advantages and disadvantages need to be much more pronounced. i miss when you could find an utterly vicious quirk on a generally underperforming mech. remember those dragon builds where all the weapons were in one arm and it was meta for awhile? have you used many dragons since they flattened that out?
#10
Posted 27 August 2019 - 12:26 PM
I define balance as every item/gun/character/etc having its role/niche where it is viable such that nothing is useless and you can do good with anything as long as you use it properly (i.e. you shouldn't expect to do well bringing a shotgun to a long range sniper war, but if you ambush people up close then you should wreck face).
#11
Posted 27 August 2019 - 12:30 PM
Those of us that remember MW3 fondly, were skeptical about the hardpoint thing when MW4 came out. Look at how long that lasted. It was supported by a fan base with upgrades and patches almost a decade after Microsoft stopped supporting it.
PGI keeps trying to reinvent the wheel, without the benefit of the advice of the people that actually play the game they publish. What, exactly, do you expect to happen in the long run?
#12
Posted 27 August 2019 - 12:37 PM
Don't care enough to write wall of text just stupid simple:
If player A and B and C and D uses Meta X and Players E to H use OlMeta Y that deals 5% less damage (either DoT or FLD) Team 2 already starts with 40% less chance to win that engagement.
Would be difficult alone to manage a limited number of combinations. But hundreds of Mechs with almost free Mechlab and dozens of weapons made the attenp futile and every change that was done since closed beta was almost wasted afford.
#13
Posted 27 August 2019 - 12:50 PM
The funner moments of last night were killing an enemy pir in the classic snow city map in a stock urbie and staring down a stealth comanndo on h 10 alpine neither of us having erppc or erlls on adv zoom while I was down on the road to radio tower as the lemmings went into their k-l hole to lose.
#14
Posted 27 August 2019 - 01:03 PM
"We’re just having fun. We want to just be able to climb around and have fun interactions."
There's no "fun interactions" in a foregone conclusion. I have .22, you have a belt fed .308. RIP me. That's not a "fun interaction". It's a waste of my time.
Edited by Kiran Yagami, 27 August 2019 - 01:03 PM.
#15
Posted 27 August 2019 - 01:16 PM
Karl Streiger, on 27 August 2019 - 12:37 PM, said:
Don't care enough to write wall of text just stupid simple:
If player A and B and C and D uses Meta X and Players E to H use OlMeta Y that deals 5% less damage (either DoT or FLD) Team 2 already starts with 40% less chance to win that engagement.
Would be difficult alone to manage a limited number of combinations. But hundreds of Mechs with almost free Mechlab and dozens of weapons made the attenp futile and every change that was done since closed beta was almost wasted afford.
That is pretty much why I support the idea of MW5 to have more fixed designs.
#16
Posted 27 August 2019 - 01:19 PM
Nesutizale, on 27 August 2019 - 01:16 PM, said:
The issue is that many of the fixed designs of TT were intentionally designed with planned obsolescence and gimpiness in mind rather than being effective at a particular job. If the stock designs were actually built intelligently it might be fine, but that's just not the case.
#17
Posted 27 August 2019 - 01:28 PM
#18
Posted 27 August 2019 - 01:50 PM
TheMurf, on 27 August 2019 - 08:41 AM, said:
Thats exactly what someone who doesnt know how to asymmetrically balance a game would say.
There are plenty of games that pull off asymmetrical balance just fine. Is it 100% perfect? No. But as long as its within +/- 10% thats generally acceptable.
Karl Streiger, on 27 August 2019 - 12:37 PM, said:
Agreed. This is where not having respawn gamemodes becomes a problem. By making the win condition centered around kills it places an emphasis on builds that do damage.
Whereas if there were respawns and win conditions that werent centered around kills it would allow people to play more fun builds without being penalized.
MWO kindve shot itself in the foot by making customization its biggest strength then having gamemodes that punish you for not using meta builds.
FupDup, on 27 August 2019 - 01:19 PM, said:
As far as Im aware there is no rule that says PGI has to use existing stock mechs. PGI just chose to do that because they were lazy. They created the issue themselves.
As for tabletop, at least it had battle value, so the crappy stock mechs generally had lower points value than the good stock mechs. MWO has nothing like that. It treats the worst assault the same as the best assault in the game.
Edited by Khobai, 27 August 2019 - 02:05 PM.
#19
Posted 27 August 2019 - 03:38 PM
Khobai, on 27 August 2019 - 01:50 PM, said:
Thats exactly what someone who doesnt know how to asymmetrically balance a game would say.
There are plenty of games that pull off asymmetrical balance just fine. Is it 100% perfect? No. But as long as its within +/- 10% thats generally acceptable.
I have no idea how to do it, either, but I know it's been done before. I experienced it through two iterations of the title before this. PGI's approach to "customization" pretty much shot themselves in the foot.
Khobai, on 27 August 2019 - 01:50 PM, said:
Whereas if there were respawns and win conditions that werent centered around kills it would allow people to play more fun builds without being penalized.
Both MW3 and MW4 had online play that was nothing like the potato tornado we're part of now. But "customization" and "omnipods" were treated completely differently. There were plenty of missions that didn't involve damage the way it is done now.
Khobai, on 27 August 2019 - 01:50 PM, said:
As far as Im aware there is no rule that says PGI has to use existing stock mechs. PGI just chose to do that because they were lazy. They created the issue themselves.
As for tabletop, at least it had battle value, so the crappy stock mechs generally had lower points value than the good stock mechs. MWO has nothing like that. It treats the worst assault the same as the best assault in the game.
Therein lies the problem. All the other online incarnations of the title were "Mercenary" titles. All allowed mixed tech, since the only thing holding you back is your bankroll.
Hell, the website for this game is "mwomercs.com," but this sure ain't like any other mercs title. Forcing balance like they have has led us to this point.
#20
Posted 27 August 2019 - 03:48 PM
Nesutizale, on 27 August 2019 - 01:16 PM, said:
That is pretty much why I support the idea of MW5 to have more fixed designs.
balance for single player games is different. you want power creep as part of the natural progression. going from a 2 bit merc outfit to a top notch merc outfit involves starting with a hodgepodge of weak builds progressing to super metas at the end. this is great for immersion.
competitive multiplayer on the other hand is different, you want a fair fight, so boring weapons, no sense of progression, everything more or less the same. progression is handled by leveling mechs for very marginal improvements, which of course is at cross purposes to fairness hince the heavy marginalization.
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