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Vengeful Dead
Backwoods Justice
0
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Posted - 2014.02.11 18:33:00 -
[1] - Quote
As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy. |
Piercing Serenity
Fatal Absolution General Tso's Alliance
537
|
Posted - 2014.02.11 19:08:00 -
[2] - Quote
Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy.
False.
Low Risk / High reward fittings means boring battles. Balanced fittings mean more room for flanking, rushes, baits, traps, and other tactics.
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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Awry Barux
Paladin Survey Force Amarr Empire
494
|
Posted - 2014.02.11 20:39:00 -
[3] - Quote
Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy.
INCORRECT. Take Starcraft 1 as an example- the races, while each absolutely unique and diverse, were absolutely gorgeously well-balanced against each other. Balance and sameness are not at all the same concept, and you're treating them as though they were. Balancing through sameness is the territory of bad and lazy game designers. |
Llast 326
An Arkhos
1833
|
Posted - 2014.02.11 20:59:00 -
[4] - Quote
Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy. What you seem to be saying is equal means the same, it does not. To quote Alexander Bergman:
Quote:..equality does not mean an equal amount but equal opportunity... Do not make the mistake of identifying equality in liberty with the forced equality of the convict camp. True anarchist equality implies freedom, not quantity. It does not mean that every one must eat, drink, or wear the same things, do the same work, or live in the same manner. Far from it: the very reverse in fact... Individual needs and tastes differ, as appetites differ. It is equal opportunity to satisfy them that constitutes true equality... Far from levelling, such equality opens the door for the greatest possible variety of activity and development. For human character is diverse. In terms of the game, if speed, armour, shield, stealth, alpha damage, protracted damage all are equally viable then we have more diverse options of play. If only one or two of these are viable then we have less diversity as most will use what works.
KRRROOOOOOM
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Kigurosaka Laaksonen
DUST University Ivy League
274
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Posted - 2014.02.11 21:36:00 -
[5] - Quote
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Hagintora
Chatelain Rapid Response Gallente Federation
183
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Posted - 2014.02.11 22:36:00 -
[6] - Quote
This word you keep using. I do not think it means, what you think it means. |
hgghyujh
Expert Intervention Caldari State
275
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Posted - 2014.02.12 03:25:00 -
[7] - Quote
and yet the perfect imbalance video gets linked again, it is true that "perfect balance" is boring and that that is what too many people are pushing for, actually the OPs argument is null and void because half of this games history is a "perfect balance" with powerful nich weapons being roughly equal to the jack of all trades, which means the JOAT aka the AR(untill this build) has been the most used most effective weapon, with little to no diversity suit set up, so yes we need to stop looking at a such a drab sense of balance because it makes for a boring game, on the other hand straight imbalance is not the answer either IE the massive gap between new players and vets,(30milSP player here).
so watch the vid below and try to think of balance in that way, also try to understand the underlying game mechanics, IE when you have a gun that cant miss if the target is anywhere in the reticule you can't use fire rate to balance that weapon despite that being the better option then using DPS.
http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=video&cd=1&cad=rja&ved=0CDQQtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3De31OSVZF77w&ei=hOb6UpLGMIWS1AGZioGQCg&usg=AFQjCNHI6XExdHeP-gHsdd0qxT_OsLAuLw&sig2=vL6HIHfdHEcpPF7FplymQQ |
Vengeful Dead
Backwoods Justice
1
|
Posted - 2014.02.12 04:13:00 -
[8] - Quote
hgghyujh wrote:and yet the perfect imbalance video gets linked again, it is true that "perfect balance" is boring and that that is what too many people are pushing for, actually the OPs argument is null and void because half of this games history is a "perfect balance" with powerful nich weapons being roughly equal to the jack of all trades, which means the JOAT aka the AR(untill this build) has been the most used most effective weapon, with little to no diversity suit set up, so yes we need to stop looking at a such a drab sense of balance because it makes for a boring game, on the other hand straight imbalance is not the answer either IE the massive gap between new players and vets,(30milSP player here). so watch the vid below and try to think of balance in that way, also try to understand the underlying game mechanics, IE when you have a gun that cant miss if the target is anywhere in the reticule you can't use fire rate to balance that weapon despite that being the better option then using DPS. http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=video&cd=1&cad=rja&ved=0CDQQtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3De31OSVZF77w&ei=hOb6UpLGMIWS1AGZioGQCg&usg=AFQjCNHI6XExdHeP-gHsdd0qxT_OsLAuLw&sig2=vL6HIHfdHEcpPF7FplymQQ
Although I couldn't find the right words to get my point across, this video illustrates the exact kind of balance I want, thank you for showing me this |
Awry Barux
New Eden Blades Of The Azure Zero-Day
511
|
Posted - 2014.02.12 05:08:00 -
[9] - Quote
hgghyujh wrote:and yet the perfect imbalance video gets linked again, it is true that "perfect balance" is boring and that that is what too many people are pushing for, actually the OPs argument is null and void because half of this games history is a "perfect balance" with powerful nich weapons being roughly equal to the jack of all trades, which means the JOAT aka the AR(untill this build) has been the most used most effective weapon, with little to no diversity suit set up, so yes we need to stop looking at a such a drab sense of balance because it makes for a boring game, on the other hand straight imbalance is not the answer either IE the massive gap between new players and vets,(30milSP player here). so watch the vid below and try to think of balance in that way, also try to understand the underlying game mechanics, IE when you have a gun that cant miss if the target is anywhere in the reticule you can't use fire rate to balance that weapon despite that being the better option then using DPS. http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=video&cd=1&cad=rja&ved=0CDQQtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3De31OSVZF77w&ei=hOb6UpLGMIWS1AGZioGQCg&usg=AFQjCNHI6XExdHeP-gHsdd0qxT_OsLAuLw&sig2=vL6HIHfdHEcpPF7FplymQQ
I can't be bothered to spend 6 minutes listening to some youtube video, so I'm just going to comment on your actual post.
I think we have two different definitions of perfect balance...to me, "perfect balance" does not mean that powerful niche weapons are equal to the jack of all trades weapon within their niche. In fact, it means precisely the opposite... a well-balanced game should have the JOAT win outside the opponent's niche, while the niche weapon wins if the opponent can successfully manipulate the game flow enough to use their niche weapon at optimal efficiency.
Balance to me should mean that different playstyles (i.e. heavy vs scout) have an equal chance of killing each other, with the winner being decided by which player, squad, or team can force their opponent(s) into a situation where their chosen playstyle is at a disadvantage.
HMG heavy versus a JOAT rifle is a good example- the heavy wants to bait the rifle user in to close quarters, where the HMG's superior DPS can shred them, while the rifler wants to catch the heavy off guard at range and pick them off. This is where tactics and teamwork come in, and where the game really gets fun. |
Mordecai Sanguine
What The French
445
|
Posted - 2014.02.12 05:54:00 -
[10] - Quote
Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy.
Okay. Nah seriously it's a joke ? "Diversity" is TankStomp ? Weakness of RR is ?
Before trying to protect your OP weapons just THINKS how fun the game is when the whole game is fuckd up. It's not FUN.
Maybe it is for you to push a button to win and kill everything. But we're not an AI, be killed or kill people in a single button without any difficulty IS BORING. |
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hgghyujh
Expert Intervention Caldari State
278
|
Posted - 2014.02.12 05:57:00 -
[11] - Quote
Awry Barux wrote:hgghyujh wrote:and yet the perfect imbalance video gets linked again, it is true that "perfect balance" is boring and that that is what too many people are pushing for, actually the OPs argument is null and void because half of this games history is a "perfect balance" with powerful nich weapons being roughly equal to the jack of all trades, which means the JOAT aka the AR(untill this build) has been the most used most effective weapon, with little to no diversity suit set up, so yes we need to stop looking at a such a drab sense of balance because it makes for a boring game, on the other hand straight imbalance is not the answer either IE the massive gap between new players and vets,(30milSP player here). so watch the vid below and try to think of balance in that way, also try to understand the underlying game mechanics, IE when you have a gun that cant miss if the target is anywhere in the reticule you can't use fire rate to balance that weapon despite that being the better option then using DPS. http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=video&cd=1&cad=rja&ved=0CDQQtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3De31OSVZF77w&ei=hOb6UpLGMIWS1AGZioGQCg&usg=AFQjCNHI6XExdHeP-gHsdd0qxT_OsLAuLw&sig2=vL6HIHfdHEcpPF7FplymQQ I can't be bothered to spend 6 minutes listening to some youtube video, so I'm just going to comment on your actual post. I think we have two different definitions of perfect balance...to me, "perfect balance" does not mean that powerful niche weapons are equal to the jack of all trades weapon within their niche. In fact, it means precisely the opposite... a well-balanced game should have the JOAT win outside the opponent's niche, while the niche weapon wins if the opponent can successfully manipulate the game flow enough to use their niche weapon at optimal efficiency. Balance to me should mean that different playstyles (i.e. heavy vs scout) have an equal chance of killing each other, with the winner being decided by which player, squad, or team can force their opponent(s) into a situation where their chosen playstyle is at a disadvantage. HMG heavy versus a JOAT rifle is a good example- the heavy wants to bait the rifle user in to close quarters, where the HMG's superior DPS can shred them, while the rifler wants to catch the heavy off guard at range and pick them off. This is where tactics and teamwork come in, and where the game really gets fun.
since you chose to be dissmisive of my youtube video I chose to not bother spending 6 min reading your post. |
hgghyujh
Expert Intervention Caldari State
278
|
Posted - 2014.02.12 06:08:00 -
[12] - Quote
jk yep I agree with you, kinda the idea is right but the JOAT has always be on way too even a footing I mean look at the MD at its hight I could kill every MD user unless he was kill stealing some one else at which point he could of done it better with an AR, but thats because I knew the strengths and weaknesses of the MD, and while you are probably saying working as intended, I say no because if I am caught out of position by a weapon that is made for that exact purpose I should win at most 1out 10 not 9 out of 10. Up until recently its been the same with the HMG and EVERY NICHE WEAPON IN THE GAME. So while yes the arguing for "balance" has been the main cause of this at no sustained point has this game come close to the perfect imbalance.
I strongly suggest watching that ::disdain::you tube video::/disdain:: I think you will find it enlightening and probably exactly what you are talking about but better argued. |
hgghyujh
Expert Intervention Caldari State
278
|
Posted - 2014.02.12 06:12:00 -
[13] - Quote
Mordecai Sanguine wrote:Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy. Okay. Nah seriously it's a joke ? "Diversity" is TankStomp ? Weakness of RR is ? Before trying to protect your OP weapons just THINKS how fun the game is when the whole game is fuckd up. It's not FUN. Maybe it is for you to push a button to win and kill everything. But we're not an AI, be killed or kill people in a single button without any difficulty IS BORING.
Actually the RR is very weak at close range due to its fire rate, unless you have AA on then bullet mag makes it cake to hit EVERY ROUND, that is the issue and what is also causing such a short TTL, it also weakens already niche weapons(IE the ones that don't have BM) because they don't hit reliably when they bank on making each round unlike rifles.
OP is right I mean every one argues for balance, but in the end they mean at their best every thing should be the same, and that means that guns that are more flexible and therefor easier to use will be the best all the time and every thing else will be as good as the best for less time then it takes to get a kill(assuming the target is not a moron I know a big assumption).
do you see how that is broken??? |
hgghyujh
Expert Intervention Caldari State
278
|
Posted - 2014.02.12 06:24:00 -
[14] - Quote
Mordecai Sanguine wrote:Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy. Okay. Nah seriously it's a joke ? "Diversity" is TankStomp ? Weakness of RR is ? Before trying to protect your OP weapons just THINKS how fun the game is when the whole game is fuckd up. It's not FUN. Maybe it is for you to push a button to win and kill everything. But we're not an AI, be killed or kill people in a single button without any difficulty IS BORING.
also tank stomp is a bad example, you are complaining because you and no one else wants to be bothered using the right tool for the right job. the only time I get tank stomped is when I don't feel like picking up the slack of people like you. granted AV needs some love but I still manage to keep my team safe and functioning with it. HEY CCP HOW ABOUT SOME WP FOR IT then we might see some skill and dedicated AV so you don't have to ******* nerf tanks into uselessness again..
seriously tho I don't get the RR hate the CR is as bad if not worse.
back to tanks, as dedicated infantry and one time dedicated AV this is the most well balanced tanks have ever been, if you are not a tanker or dedicated AV you can shut your pie hole about tanks. |
hgghyujh
Expert Intervention Caldari State
278
|
Posted - 2014.02.12 06:29:00 -
[15] - Quote
actually on the subject of tanks CCP needs to make supply depots dropable so that way more situational weapons can be used in hard fought battles.
this would also give tanks a role as taking out depots behind enemy line would be a reasonable tactical decision based on enemy position and armament and not a selfish act of **** my teams needs. |
General12912
Gallente Marine Corps
61
|
Posted - 2014.02.12 11:51:00 -
[16] - Quote
Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy. Error: Oops wrong forums! Did you mean to go on the CoD forums? |
Vengeful Dead
Backwoods Justice
2
|
Posted - 2014.02.13 00:15:00 -
[17] - Quote
Mordecai Sanguine wrote:Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy. Okay. Nah seriously it's a joke ? "Diversity" is TankStomp ? Weakness of RR is ? Before trying to protect your OP weapons just THINKS how fun the game is when the whole game is fuckd up. It's not FUN. Maybe it is for you to push a button to win and kill everything. But we're not an AI, be killed or kill people in a single button without any difficulty IS BORING.
I don't use very advanced equipment, in fact 90% of what I use is basic. I'm not protecting Op weapons for me to use them, I'm protecting the enjoyment from playing against people who do use them. |
General12912
Gallente Marine Corps
63
|
Posted - 2014.02.13 10:23:00 -
[18] - Quote
Vengeful Dead wrote:Mordecai Sanguine wrote:Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy. Okay. Nah seriously it's a joke ? "Diversity" is TankStomp ? Weakness of RR is ? Before trying to protect your OP weapons just THINKS how fun the game is when the whole game is fuckd up. It's not FUN. Maybe it is for you to push a button to win and kill everything. But we're not an AI, be killed or kill people in a single button without any difficulty IS BORING. I don't use very advanced equipment, in fact 90% of what I use is basic. I'm not protecting Op weapons for me to use them, I'm protecting the enjoyment from playing against people who do use them, as well as trying to maintain a large amount of diversity in the tools we use in this game, giving everybody more options to choose from as far as how to set their fittings and playstyles accordingly it wont work in diversity's favor. if there is a weapon, and its OP, everybody will use it. not much of anything else will be used. look at how many people are running around wit the rail rifle/combat rifle right now in 1.7 because its OP.
making one weapon more powerful than another does not balance playstyles. it favors the playstyle(s) of the powerful weapon(s). |
Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2149
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Posted - 2014.02.13 14:07:00 -
[19] - Quote
I agree with the OP.
Perfect Imbalance is the way forward for Dust.
JOAT Weapons (thanks for this acronym) are 'good enough' at almost everything, but even they have a small, and abscure weakness or two. This basically means that weapons such as rifles, can do fairly well at almost every role, but if a JOAT(again, I love this acronym!) comes across a weapon such as a Laser Rifle user workng their optimal,the JOAT should lose the engagement almost every time, simply because the Laser Rifle will greatly outperform the JOAT at that specific range.
Niche weapons are the most powerful weapons in their respective niches, by have powerful weakness that the user must work around to get the most from their weapons. This is saying that powerful niche weapons, such as the Laser Rifle (I'm using the LR a lot because it is a great example of a niche weapon) have strong weaknesses that can be easily countered with a small amount of tactical play, but, the weaknesses can be worked around with a bit of tactics as well. An example of this is a Laser Rifle use on a 50-60m high roof. The Laser Rifle user is strongly withing their niche at this point and countering them is difficult, but not impossible.
Every weapon or item in the game should have a counter. Something, that once used against them, will win almost all of the time. Sometimes these counters should be hard-counters, and win 10/10 times, but these hard counters should come with drawbacks and fairly strong counters themself. We don't really have an example of this in Dust yet, but a possible example may be something such as an equipment that is specifically designed to disrupt/destroy other equipment in a certain area. It should destroy all equioment, but it should also have a counter as well, such as equipment variants that are specifically designed to withstand the use of this item.
Now we move on to "Balancing for Skill", something many people from EVE are not aware of simply because EVE has never had to balance for skill. These people seem to think that EVE balancing would work in Dust, when it really wouldn't. This is because EVE has never had to balance for skill, as every item in the game is just as hard to use as the next. This has made EVE turret balancing an easy job for the devs, the only problem is that it took them a long time to find the right range to damage ratio to use. I could give countless examples of this taking place in all of the best shooters for of the past 15 years, but I will leave it to you to look for those examples.
Balancing for skill is, essentially, judging how much player skill is require to use an item, and how many drawbacks that the player must work around, along with how strong these drawbacks are; then making that item more powerful depending on how much skill is required to effectively use the weapon. As such, it can be a difficult job and is largely a trial and error affair. An example of this is the Scrambler Rifle and Combat Rifle compared to the Rail Rilfe and the Assault Rifle. Both the ScR and CR require a larger input of skill from the player to reach their maximum effectivenesses, as such, their maximum effectivenesses should be higher than those of the AR and RR. These "Balanced for Skill" items should not have hard counters, but should still have strong counters, and oftentimes the strong counters should be easy counters as well. For instance, an AR should be better than an ScR at close range, provided the skill level of both users is equal. However, if the skill level of the ScR user is greater than the skill level of the AR user, the ScR user should have the edge, but not a large edge, just a small one. Enough of an edge for the ScR user to use to their advantage should they realize the edge, but small enough for the AR user to have a chance to win the encounter with blind luck.
If CCP were to take these thoughts into mind with every item they make, we would have a rich, engaging experience, instead of the unbalanced mess we have today.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Vengeful Dead
Backwoods Justice
4
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Posted - 2014.02.13 18:15:00 -
[20] - Quote
General12912 wrote:Vengeful Dead wrote:Mordecai Sanguine wrote:Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy. Okay. Nah seriously it's a joke ? "Diversity" is TankStomp ? Weakness of RR is ? Before trying to protect your OP weapons just THINKS how fun the game is when the whole game is fuckd up. It's not FUN. Maybe it is for you to push a button to win and kill everything. But we're not an AI, be killed or kill people in a single button without any difficulty IS BORING. I don't use very advanced equipment, in fact 90% of what I use is basic. I'm not protecting Op weapons for me to use them, I'm protecting the enjoyment from playing against people who do use them, as well as trying to maintain a large amount of diversity in the tools we use in this game, giving everybody more options to choose from as far as how to set their fittings and playstyles accordingly it wont work in diversity's favor. if there is a weapon, and its OP, everybody will use it. not much of anything else will be used. look at how many people are running around wit the rail rifle/combat rifle right now in 1.7 because its OP. making one weapon more powerful than another does not balance playstyles. it favors the playstyle(s) of the powerful weapon(s).
Dont have time rite now to write a nice lengthy reply for you, but Fizzer94's post, # 19, does a great job of explaining why I believe your theory isn't accurate |
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Awry Barux
New Eden Blades Of The Azure Zero-Day
540
|
Posted - 2014.02.13 18:21:00 -
[21] - Quote
Vengeful Dead wrote:General12912 wrote:Vengeful Dead wrote:Mordecai Sanguine wrote:Vengeful Dead wrote:As with all combat related games Dust has a lot of players who call for balancing and nerfing any equipment, weapon, dropsuit, or vehicle that they think beats them too quick. Is that really what everyone wants though? Making all of those things balanced and equal would destroy the diversity and detail in a lot of the battle strategy and tactics that true Dust junkies love so much. Every item in the Dust Universe is unique being that it has its own benefits and weaknesses, and its that diversity that sparks the need for tactics in combat, it fuels an exciting battle of technology and strategy. Okay. Nah seriously it's a joke ? "Diversity" is TankStomp ? Weakness of RR is ? Before trying to protect your OP weapons just THINKS how fun the game is when the whole game is fuckd up. It's not FUN. Maybe it is for you to push a button to win and kill everything. But we're not an AI, be killed or kill people in a single button without any difficulty IS BORING. I don't use very advanced equipment, in fact 90% of what I use is basic. I'm not protecting Op weapons for me to use them, I'm protecting the enjoyment from playing against people who do use them, as well as trying to maintain a large amount of diversity in the tools we use in this game, giving everybody more options to choose from as far as how to set their fittings and playstyles accordingly it wont work in diversity's favor. if there is a weapon, and its OP, everybody will use it. not much of anything else will be used. look at how many people are running around wit the rail rifle/combat rifle right now in 1.7 because its OP. making one weapon more powerful than another does not balance playstyles. it favors the playstyle(s) of the powerful weapon(s). Dont have time rite now to write a nice lengthy reply for you, but Fizzer94's post, # 19, does a great job of explaining why I believe your theory isn't accurate
Uuuuuugh. I posted this in reply to Fizzer's copy-pasting of his post to another thread, and I'll post it here too.
While I agree conceptually with every single word Fizzer said, this semantics game is pissing me off- what you're describing is perfect balance, not imbalance. The balancing of niche vs JOAT is like levers- a big weight (strong advantage) close to the fulcrum (having less versatility) is perfectly balanced against a lighter weight (minimal advantage) further from the fulcrum (more versatile). The weights are different (what you're calling imbalance), but system as a whole is balanced.
The reason this is irritating me is that now we have people shooting down calls for proper game balance by using this semantic straw-man of balance meaning sameness and imbalance being desirable. This is incredibly dumb. We all want the same thing- for every weapon and suit to be viable, providing it is used properly. |
Jebus McKing
Molon Labe. General Tso's Alliance
300
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Posted - 2014.02.13 22:21:00 -
[22] - Quote
imbalance =/= diversity
@JebusMcKing // Rifle stats comparison spreadsheet.
ò_Ô
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