Garrett Blacknova
Codex Troopers
4279
|
Posted - 2014.01.11 10:04:00 -
[1] - Quote
mollerz wrote:You are inventing coding issues that don't exist. I'm not one to fall for that kind of stuff. Bring it back to being a sandbox game, as you are want to say. I'm pretty sure nobody said it's a coding issue.
The problem is that releasing something new is almost always going to have it slightly off from perfect balance.
If you allow it to be OP, then it's going to be nerfed, and everyone knows CCP over-nerf when something looks OP. You can look at almost every example of a nerf in DUST for evidence of that. Breach ARs way back in closed beta, Tac ARs more recently, HAVs when they were OP and got nerfed so hard that high-end shield tanks had to run from Militia Swarms, Flaylocks, etc, etc, etc.
If they make sure the cloak is released SLIGHTLY underpowered - I agree the proposal currently appearing is probably more of a "pre-nerf" than we should be aiming for - then it will be first in line for buffs when CCP are reviewing things and see very few people using it, and the ones who do having only limited success.
It isn't a matter of CODING. It's a matter of CCP's approach to development and trying to fix problems. People are trying to work around CCP's inherent inability to nerf things properly by forcing them to buff what needs fixing instead.
A better solution would be to keep calling CCP out on their draconian over-nerfing until they ACTUALLY START LISTENING.
When a lot of people are screaming loudly on the forums that something is broken and OP, that means a lot of people are noticing it's OP. It doesn't necessarily mean that the item in question is so horrifically OP that it needs 20% reductions in capability across almost every aspect of its functionality.
CCP seem to understand how to incrementally buff something by improving one or two aspects in small increments, but when they nerf, they hit EVERYTHING that made the item in question useful.
Lets use the example of Missile Turrets when they were ridiculously OP: If a weapon has perfect accuracy AND extreme range AND high splash damage AND a large splash radius, you don't need to nerf ALL of those things into the ground to find balance. Tone down the accuracy, so the shots are scattering instead of being pinpoint accurate, and reduce the range. Leave the damage and splash radius alone. They nerfed range, accuracy, splash radius and damage. I literally had a Scout standing still in front of my Missile HAV after the nerf and it took FIVE VOLLEYS before I landed a close enough miss for my splash damage to hurt him, and when I did, IT WASN'T ENOUGH TO KILL A SCOUT. If infantry are out in the open and relatively close, but far enough not to be below the angle you can easily fire, they should be consistently taking splash hits from a Large Missile Turret.
If nerfs had been handled competently back then, we wouldn't have needed the massive vehicle redesign that's happened now. And with how many complaints there are about vehicles, we'll probably see them all getting nerfed again - even though there are only a few key elements that SHOULD be nerfed to fix them. |