CHANCEtheChAn
0uter.Heaven
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Posted - 2014.07.05 01:03:00 -
[1] - Quote
Atiim wrote:Cyrius Li-Moody wrote: Atiim, they literally balance around competitive play/gamemodes. They literally have an active dialogue with their competitive players and teams to balance. It all trickles down.
Would you happen to have a video or audio clip? I'm not saying your lying, but I'd like to see an example. Though I believe your mistaking "consulting the playerbase" with "balance for 'competitive play'" Cyrius Li-Moody wrote:If it's balanced in a situation where people play and understand all mechanics practically better than the people who make the game then it's balanced in Pub play where nobody is using teamwork. Except you can't balance around "PUB play" either, as item balance is independent of gamemode. Though I'd really like a actual example of how anything would be balanced for "competitive play" instead of balanced around each other. Cyrius Li-Moody wrote:It's not rocket science dude. Why are you even arguing with me? Because your saying is that item balance can be determined based on one sole"game-mode", as opposed to how their stats correlate with others; which false.
Basically Atiim, by looking at competitive play, you can see through basic statistics that, that which is being used more in competitive play, is 9/10 the better option over other options, and other options either need a buff, or the current main option needs a Nerf.
You then trickle down these statistics to apply to lower tiered options as well
For example
When the Flaylock pistol was released, soon, 8/10 DUST players were using this as their primary sidearm in competitive play at proto level
With several other sidearm choices available, this should not be the case in a competitive environment unless it is therefore better than other options available (SMG, Scrambler pistol, Knova knives, etc.)
Thus
- A. Other sidearms need a buff to become competitive
- B. Flaylock needs a Nerf to become less competitive
Because flaylocks were becoming so popular, people would dual wield these, CCP went with option B
In most cases, developers would introduce minor fixes within the week that new weapons are introduced to provide proper balancing
However this is CCP and nerfing in a timely mstter does not seem to be in their repertoire
So generally when something is overpowered, you are looking at weeks or months of hardship and severe weapon or module destruction instead of simple tweaks from CCP
Now there are exceptions to this theory (I.e. something is overpowered but is a niche weapon that not all players wish to use)
But generally, you figure out that which is abused in competitive play
And you prevent that abuse from transferring to the general public
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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