Edited by StaIker, 22 March 2012 - 03:08 AM.


Balance, or how to keep steamrollin' to a minimum...
#21
Posted 22 March 2012 - 03:06 AM
#22
Posted 22 March 2012 - 03:27 AM
Edited by liquidzer0, 22 March 2012 - 03:31 AM.
#23
Posted 22 March 2012 - 04:31 AM
liquidzer0, on 22 March 2012 - 03:27 AM, said:
You missed the point.

It is about a match of whole Atlas teams, but one team has good players, while the second are newbies issue.

#24
Posted 22 March 2012 - 04:41 AM

#25
Posted 22 March 2012 - 06:35 AM
A: A bratty little kid hopped up on Hot Pockets.
B: A 48-year-old sitting in his parents basement. A 2L bottle of Coke to his left and a Super Size bag of Ruffles to his right.
It made dying easier to take and kills much more enjoyable.
Things will balance out as time goes on. Teams of elite players will not want to fight against groups of pick up players, as the challenge level will not be there. The dev team probably has something up their sleeves for this very situation. If not, adapt and overcome. See about joining a group, Merc Company or House and getting some pointers from those players. Watch videos... spectate if it is an option. From what I've seen of the community, there are a ton of really helpful, well-meaning people here. I imagine that will carry over when the game starts out.
#26
Posted 22 March 2012 - 06:50 AM
#28
Posted 22 March 2012 - 07:07 AM
Nik Van Rhijn, on 22 March 2012 - 06:50 AM, said:
I will agree with Nik's agreement with Stagger. MWO will be a Team oriented gameplay environment. Joining even a random Team and then running around Willy Nilly expecting to get anything accomplished will surely end with ones demise at the hands of the other "Team".
Death should not be seen as a Failure. It should be seen as one of many lessons to be learned as one strives to become a better Pilot. Just like being "Tough", reset assured, there is ALWAYS someone "Tougher" out there. Finding those opponents (or Teams) and then holding your own (as a team) is when things becomes the most FUN, win or Lose.

#29
Posted 22 March 2012 - 09:46 AM
#30
Posted 22 March 2012 - 09:59 AM
1. Implement a limit so the relative skill level between the best and and the worst players can't be more than a certain number.
2. Balance the teams via tonnage and relative mech strength so no one in a battle would feel like the other team has hardware advantage.
3. After the first two criteria is fulfilled swap the players around depending on player skill while keeping the tonnages balanced so the best possible balance is achieved.
Anyway the main problem with a lacking matchmaker is the fact that when most people lose they tend to bash someone else instead of asking themself "what could i've done better?". With an obviously working matchmaker that balances the players well the majority of the blame for the loss will be recieved by the "suiciders" or the people who didn't perform as they should. If the matchmaker lacks in terms of proper balance the crowd will find an easier target instead of blaming eachother, they will blame the devs and the failed matchmaker balance for the loss. This is what i observed so far while playing similar ie team-oriented online games. So all in all i hope the devs realize this aswell when they implement a matchmaker.
ps.: i guess Gab was faster than me

#31
Posted 22 March 2012 - 10:19 AM
Having been on both ends of the spectrum and back again...
I really hope the Dev's devise a way to let teams challenge each other for fun and points. There will be rivalaries. An all matchmaker set up is cool if we don't know eachother.
But eventually we will.
Mechwarrior has the potential to form strong bonds of brotherhood. These bonds will create superior, hivemind like teams. If the game is player skill based, they will crush. Win/loss ratio for teams may need to be a MM factor. But again, more importantly, teams that are 20 and 5 need to be able to fight the other 20 and 5 team because they want to. It will drive them. The top team in Russia will want to play the top team in Germany. I'm really curious about the game set up system.
#32
Posted 22 March 2012 - 10:21 AM
SmartAlec, on 22 March 2012 - 12:47 AM, said:
I can just picture myself ambling along, when all of a sudden someone jumps over a building, hits me in the head while in the air, then lands on my face...no way I'm ever going to be able to do that. What are people thoughts about different ways to balance the casual players and the hardcore nuts? Pro? Con? Speculations?
Especially with the "hit you in the head while in the air part" I don't think that will be happening. There was a lot of discussion already going on how far you can reliably hit something while in flight, if at all. If this example you made above becomes frequent reality, lots of people will leave. Easy as that. And those "18-hour/day" no-lifers will face the reality of servers closing down because the player-/customer base shrunk down too much to warrant keeping servers up.
Apart from the obvious issue that hitting something with pinpoint precision while on a somewhat unstable trajectory through the air is ridiculously unrealistic, no matter what any poptard will claim differently.
#33
Posted 22 March 2012 - 10:29 AM
MechWarrior Online sounds like it could work well if it does stick with BattleTech rules. They're even sticking to basic technology (Introductory) which is pretty well balanced on its own. Things like Class A and Class B refits really won't unbalance anything. Works this way on the board too.
#34
Posted 22 March 2012 - 10:38 AM
Egomane, on 22 March 2012 - 02:41 AM, said:
QFT!
To elaborate the argument from Smurf-O-Pax big thing in CS 1.6 Lucky newbies mp5 full auto while running headshotting ESK Sweden pros. even heard that one of the legendary NIP Clan got killed 5 rounds in a Row simply because a noob used the g3 and luckshotted the everloving sh*t outta him...
#35
Posted 22 March 2012 - 10:43 AM
Dlardrageth, on 22 March 2012 - 10:21 AM, said:
Especially with the "hit you in the head while in the air part" I don't think that will be happening. There was a lot of discussion already going on how far you can reliably hit something while in flight, if at all. If this example you made above becomes frequent reality, lots of people will leave. Easy as that. And those "18-hour/day" no-lifers will face the reality of servers closing down because the player-/customer base shrunk down too much to warrant keeping servers up.
Apart from the obvious issue that hitting something with pinpoint precision while on a somewhat unstable trajectory through the air is ridiculously unrealistic, no matter what any poptard will claim differently.
well i hope it doesnt come to Cheesefest 2012!
Anyway do you play basketball? I think its the same with poptarting you need to time the momemt of stillness in your hop and bang got a shot as you were standing still... just a tought on that matter.
Hayashi, on 22 March 2012 - 06:51 AM, said:
No weapons-fire is as accurate as friendly fire.

Edited by Benaresh, 22 March 2012 - 10:47 AM.
#36
Posted 22 March 2012 - 10:45 AM
#37
Posted 22 March 2012 - 10:45 AM
Benaresh, on 22 March 2012 - 10:38 AM, said:
QFT!
To elaborate the argument from Smurf-O-Pax big thing in CS 1.6 Lucky newbies mp5 full auto while running headshotting ESK Sweden pros. even heard that one of the legendary NIP Clan got killed 5 rounds in a Row simply because a noob used the g3 and luckshotted the everloving sh*t outta him...
Main difference being here that MWO is NOT supposed to be "yet another FPS" like CS or something. According to dev statements. And in a Sim worth its money you usually don't do balancing by introducing that large a "luck factor". Add to that a greater role/need for sound tactics on bigger maps where you cannot just "twitch-jump" from one corner to another... I don't think the CS comparison is that useful. After all, we're not talking about some random console FPS here.

Benaresh, on 22 March 2012 - 10:43 AM, said:
Anyway do you play basketball? I think its the same with poptarting you need to time the momemt of stillness in your hop and bang got a shot as you were standing still... just a tought on that matter.
For that comparison to work you might have to pick BA though. Not Mechs. Very few basketball players weigh 20+ tons last time I checked.



Edited by Dlardrageth, 22 March 2012 - 10:52 AM.
#38
Posted 22 March 2012 - 11:03 AM
My only concern is that a noob won't learn to get any better being crushed within the first 3 minutes of a 20 minute engagement. He'd likely just get frustrated and quit.
#39
Posted 22 March 2012 - 11:20 AM
Tremor, on 22 March 2012 - 11:03 AM, said:
Not only a newb IMO. Why would your "average" customer with (eventually) a job, family, real life obligations, etc. bother to play a game where silly stunts like getting headshot across the map or similar stuff could happen? From the no-lifers who play 23/7? If you don't care for all these "1337 twitch skills" as the main defining moment of gameplay, you watch it once, twice, maybe even ten times. Heck, I might even stay for close to a whole month. Then I shrug and turn elsewhere. If I want that kind of game I needn't bother with MWO, tbh.
So yeah, go ahead, make the gameplay all "skill"-based (kind of wrong label, "skill" encompasses way more than twitchy reflexes et al.) and watch the player/customer numbers plummet in a short time. So you can enjoy your "elite" gaming community of maybe 2500 regulars for the short while before the servers get closed down. Due to being unprofitable. As this won't work out for a F2P game. Economically. Quite easy way to shoot yourself in the foot for PGI.
#40
Posted 22 March 2012 - 11:33 AM
I always appreciated StarCraft II's matchmaking system, and how they were able to bracket players can keep everyone engaged. Casual players are able to have an enjoyable and competative match against players of their own skill level, while the "Pro's" are challenged and gain recognition for their skills via a pilot rating/ranking system.
It actually sounds like the foundation of this system has already been implemented. Wherein certain missions and contracts are only available at a certain "loyalty" rating, and you gain loyalty rating through mission success. Although how/if this will affect lone wolf players is a little sketchy.
Edited by Major Tom, 22 March 2012 - 11:34 AM.
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