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Himiko Kuronaga
SyNergy Gaming EoN.
220
|
Posted - 2013.05.01 15:55:00 -
[1] - Quote
When a weapon is OP and in your hands, it tends to be fun. Why?
Well look at the Viziam currently. It melts people, but has very obvious drawbacks up close. It has a weakness, but its strength is so abornally good that people dont let that get them down. The people getting killed by it however, feel helpless. So they rage and cry for nerfs. This is understandable. The worst feeling in the world is being helpless.
But ask yourself something, is that really necessary? Nerfing the weapon makes it less fun to use. People who enjoy the weapon will be disappointed. Something has been taken away from them, and this leads to one part of the audience being dissastisfied.
When scout speed was nerfed, this lead to disatisfaction. When heavy HP was nerfed, disatisfaction. When various forms of the AR were nerfed, same deal.
Basically anyone who was a fan of something because it was "good" has had something taken away, and is now having less fun than they used to have.
So what is the answer to pleasing both sides?
BUFFING everything.
That may sound crazy, but it has a proven track record of success with almost every major competitive game. LoL, WoW, SC2 are games of broken abilities. But most things are "broken" so it actually ends up making it balanced. Street fighter is another example.
Marvel vs Capcom Ultimate is another example -- it's currently the single most popular fighting game in the USA, and is making a strong push for the entire world. It's one of the most uncontestedly "broken" games in existence. So why is it so popular? Because EVERYTHING FEELS GOOD TO USE.
This is not a lesson I should have to teach CCP, however. The Dust team, perhaps, but not CCP at large. Ever since the buffs they made to Pirate ships a couple years back CCP has been making strong pushes to basically make everything really damn awesome. BC's with BS sized guns, and most recently a total revamp to the battleships themselves. There are a few groans here and there, but anyone who is actually decent knows how awesome most of the changes coming into that game are.
The thing to remember is, a weapon, suit, ability, or whatever is only "broken" if nothing else can possibly fight it.
Broken =/= Insanely Good.
If you make everything insanely good, then everything is insanely fun to use.
As such, I advocate the removal of disappearing bullets. Let projectiles fly, accuracy rating is there for a reason. I advocate saving the Viziam. I advocate a better tactical AR and Assault HMG to combat it. I advocate better heavy dropsuits with increased HP, faster scouts (with fixed hitboxes), and Breach AR's that aren't complete trash. I think Missile tanks/installations should be terrifying as hell.
I think if a person is going to sink 2.5 mil into a blaster tank, it should be doing 2.5 mil worth of damage at least.
And I think this game should have some ridiculously awesome defensive abilities as well. I think we should damage type specific hardeners to combat a super powered viziam, so you have a chance to get in close and take him down before he melts you. There is nothing wrong with using a hard counter to win a fight.
There are a thousand new and interesting ways the game can be balanced without making everything less fun to use by simply nerfing it into oblivion. Its the automatic response most people have, but that doesn't mean its the best possible way to develop a game.
Consider this the next time you get angry at a certain weapon, vehicle, or ability. Maybe the issue isn't that their weapon is overperforming. Maybe the issue is that yours is underperforming. And maybe there is a more interesting side-solution that can be implemented as well.
Things to consider. Don't ask CCP to nerf your game until its boring for all parties. Ask them to buff it until its awesome for everybody. |
Scramble Scrub
Osmon Surveillance Caldari State
92
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Posted - 2013.05.01 16:11:00 -
[2] - Quote
No fun allowed.
Nerf everything. |
Ryder Azorria
Amarr Templars Amarr Empire
251
|
Posted - 2013.05.01 16:15:00 -
[3] - Quote
I'm guessing that the words 'power' and 'creep' meen nothing to you?
For future reference, power creep is incredibly dangerous for games like Dust and EVE, and the developers are right to try and avoid it. Additionally, it is much, much easier to nerf one thing than to buff everything else, giving you much more bang for the devs buck. |
Piercing Serenity
Faabulous
273
|
Posted - 2013.05.01 16:21:00 -
[4] - Quote
I'll leave this right here. |
Himiko Kuronaga
SyNergy Gaming EoN.
223
|
Posted - 2013.05.01 17:16:00 -
[5] - Quote
Ryder Azorria wrote:I'm guessing that the words 'power' and 'creep' meen nothing to you? For future reference, power creep is incredibly dangerous for games like Dust and EVE, and the developers are right to try and avoid it. Additionally, it is much, much easier to nerf one thing than to buff everything else, giving you much more bang for the devs buck. EDIT: This is a post by CCPs balancing wizard, CCP Fozzie, and explains rather well why nerfing somethings instead of buffing everything is often the best course of action. CCP Fozzie wrote:Why nerf things when you could buff things instead?This is a question that comes up often in any thread where we are discussing decreasing the power of an item or ship. I can completely understand where it's coming from. Buffing things makes people happy in much larger numbers, it simply feels good to see the effectiveness of your equipment increase. Many other games rely on constantly improving gear to drive engagement in their content and that method of development can work very well for those games. I'm going to start by quoting my answer to this question from the Heavy Missile thread before Retribution, because what I said there still applies. CCP Fozzie wrote:When we are balancing in a game like Eve we always need to be conscious of the danger presented by power creep. In some games where the progression is tied to ever advancing gear stats power creep isn't a big issue as it is built into the whole premise of the game. In a sandbox like Eve player advancement is tied to individual freeform goals and we need to make sure that the tools available are both interesting and balanced. Any time we buff something in Eve, we are nerfing every other item in the game slightly by extension. In a case like this we believe that the best course of action is to adjust the Heavy Missiles downwards to achieve balance. I would be lying if I said that we never allow power creep in EVE. It's quite simply much much easier to balance upwards and considering how powerful of a tool it is for creating short term customer satisfaction, some power creep is very hard to avoid. However we do need to be very mindful of how much we let ourselves indulge. There are cases where for the long term health of the game ecosystem we simply have to reduce the power of certain items and ships. We believe this is one of those times. I can promise you that we're committed to eating our vegetables and making adjustments either up or down based on our best estimation of what the game needs. We won't decrease the power of items and ships unless we deem it necessary but we also won't forget that our job is to manage the health of the game over the long term. This will not be the last set of "nerfs" you see us make for Odyssey.
I have heard this before, actually.
The problem with this theory is that it doesn't really apply here. Buffing the numbers is only one way to buff, and in some cases it has nothing to do with damage or health at all. That is why I mentioned hard counters like a damage-type specific hardener. There is no power creep there, you have made a choice to buff yourself up against one type of threat and will likely suffer in some other manner as a result of that. But on Manus Peak, it would be insanely good against lasers.
Speed, too, is a side solution. You could go for a sneaky, cloaky scout. Or you could go for a fast-as-balls speed demon capable of ninja badassery. Both options would be incredibly fun to play and effective in the right hands.
With the heavy, math boosts are the most obvious answer because, well... you are defined as a walking tank, basically. And tanks, above all, absorb damage. That's just what they do. Having ridiculous amounts of HP makes sense there, but because there are side-solutions to beating it such as running circles around the heavy with a scout, its not power creep. It's a hard counter.
Where dust is now, however, is in a very uncomfortable spot. Things "work" in their established role, but not enough to be really satisfying. Too often do you come across the helpless feeling. I can see someone with my AR, and I know I can aim well enough to hit him at a certain range, but the game says "No. You can't do that. I don't care about the amount of damage you'll actually do from this range, i forbid it." Thats not satisfying. That's taking away a possible use, however small, from a weapon.
With a scout, I can move fast, but if seen even a moment in advance I'm still going to probably bite the dust regardless of whether im more skilled than my opponent or not. If the speed role was made a little more over-the-top, this would all be worth it.
As an HMG'r, if im holding the line and we're firing across the bowl, I can't really do much to contribute with SS gone. If they enemy decides to rush us down, then i'm doing something sure, but if they decide not to I am basically useless. If my shots would reach them, I could contribute to the long range war, even if in a small way with greatly reduced DPS. I could be assisting our AR/LR guys slightly, even if nowhere near the same effect. This is the feeling of helplessness I talked about in my first post. Even if I could just graze them I wouldn't feel like this, because I could be assisting someone with the established role of taking them out at that range. Hence my desire to let projectiles be what they are and just fly.
So yes, I know of power creep, but I don't think Dust is in danger of that at this point. I believe, if anything, it is having a problem at the far opposite end of the spectrum. |
Sleepy Zan
Internal Error. Negative-Feedback
2227
|
Posted - 2013.05.01 17:19:00 -
[6] - Quote
Scramble Scrub wrote:No fun allowed.
Nerf everything. Correct! this is New Eden, it is a cold and harsh place. |
Himiko Kuronaga
SyNergy Gaming EoN.
224
|
Posted - 2013.05.01 17:20:00 -
[7] - Quote
Sleepy Zan wrote:Scramble Scrub wrote:No fun allowed.
Nerf everything. Correct! this is New Eden, it is a cold and harsh place.
If thats true, you should want people to die in more interesting ways :)
|
Chief Jon Redcorn
GHETTOSTAR GALACTICA
10
|
Posted - 2013.05.01 17:24:00 -
[8] - Quote
i think CCP gets it, they're not EA who's development is going to be railroaded by cryhards.
this weapon is OP, that weapon is OP- sounds pretty balanced to me.
instead of them stepping the game down to gungamer/noob's level, gungamer/noob has to step up their game to play dust
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Himiko Kuronaga
SyNergy Gaming EoN.
224
|
Posted - 2013.05.01 18:37:00 -
[9] - Quote
From Eve side yes, I think they get it. Sound Wave especially seems to have a very clear vision of how awesome everything should be.
Dust side, I just see tons of nerfs and really awkward solutions to problems that don't make any sense (disappearing bullets, again. VERY weird solution). Nerfing of speed, nerfing of HP levels, nerfing of weapon damage, nerfing of ability to damage the MCC with installations (which was done to effectively make skirmish a BF3 conquest clone instead of its own unique beast).
I get that this is CCP's first FPS. I get that they are being careful with it. But if you are too careful, you suck the life out of everything and kill it. If something isn't absolutely awesome, it is mediocre. This game has a lot of very, very mediocre things. It needs to crank up the awesome a bit. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1306
|
Posted - 2013.05.01 19:26:00 -
[10] - Quote
Simply put, if you fix balance issues with buffs, you flatten the gameplay. 10 "buffs" later and you realize your "balance" now comes from the fact that half the weapons in the game OHK at absurd distances. You basically end up buffing the weapon individuality right out of the game. |
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Cat Merc
BetaMax. CRONOS.
752
|
Posted - 2013.05.01 19:29:00 -
[11] - Quote
CCP said Viziam is broken. /thread
Edit: nvm, that's what I get for only reading the first two parts. |
J-Lewis
Edimmu Warfighters Gallente Federation
27
|
Posted - 2013.05.01 19:33:00 -
[12] - Quote
Incidentally, the solution isn't "nerf everything" either. |
Justin Tymes
Condotta Rouvenor Gallente Federation
54
|
Posted - 2013.05.01 19:35:00 -
[13] - Quote
Long wall of text amounting to nothing more than crying that sharpshotter is gone because it shouldn't have existed to begin with. Yes, we get that you're upset you can't shoot from half the map with an AR anymore. |
Necrodermis
GunFall Mobilization Covert Intervention
489
|
Posted - 2013.05.01 19:47:00 -
[14] - Quote
nerfing is the nature of the beast.
without it, you will just promote monobuilds. where if you don't have X skills in X items you will die ten fold because it isn't the best of the best.
heavies being the best suit suited for killing everyone because their weapons are the strongest and have the most health isn't good game mechanic. diversity is hard to allow in a FPS. limiting their use is out of the question and just stating "use better strategy" is too vague. they needed to do something because with the sharpshooting skill before the nerf they were able to out range ARs on most maps. giving them a huge threat range with one of the best weapons. hiding around corners and kill everyone that tried to get through.
they could even switch out with a throw away suit and vomit out nanohives and switch back to the heavy. that kind of game mechanic doesn't really support diverse game play.
can't wait for this to get aircraft so it becomes MAG |
DeadlyAztec11
One-Armed Bandits Atrocitas
136
|
Posted - 2013.05.01 19:51:00 -
[15] - Quote
Buffing is way better then nerfing. |
mollerz
s1ck3r Corp
164
|
Posted - 2013.05.01 20:14:00 -
[16] - Quote
I agree with you
It should be an arms race. Not a nerf race. |
Himiko Kuronaga
SyNergy Gaming EoN.
226
|
Posted - 2013.05.01 20:24:00 -
[17] - Quote
Justin Tymes wrote:
Edit: Seems to be a bit more to the post than just that. Still countering broken stuff with more broken stuff doesn't make anything balanced at all.
Actually, it does. It makes things more interesting, too!
And it has been proven by just about every major competitive game in its genre.
It's easy to say it won't, but the games I listed are all the most competitive and popular games of their genre and follow that EXACT formula. So clearly, it works.
(also, i don't main an AR. I'm just attempting to be fair to the people who do.) |
Kovak Therim
ZionTCD Unclaimed.
215
|
Posted - 2013.05.01 20:37:00 -
[18] - Quote
I just hope CCP isn't waiting for the crying to stop since it never will. I like the idea of letting us balance the game ourselves with counter gear. |
Himiko Kuronaga
SyNergy Gaming EoN.
227
|
Posted - 2013.05.01 20:47:00 -
[19] - Quote
From a developer standpoint its fairly intimidating trying to please everybody, which is a big part of the problem.
Most people when killed will initially cry "BS!" regardless of whether or not it is. Thats just the human state.
Unfortunately, most developers feel compelled to try and please what they perceive as the "majority" of their fanbase, so what they hear most often is a call for nerfs. What they don't hear are the people who are perfectly content with the way things are, because they don't feel a need to really post "Yo, im content." as much as an emotionally charged individual who just got run over by a free LAV for the 50th time.
The other problem with early adopters of a game is many of them are still wrapped inside of the scrub mindset, which basically means that they will always ask for a developer to eliminate a problem that they themselves do not already know how to overcome.
An old, but incredibly good article as it pertains to this type of individual can be read here in their relation to fighting games.
The scrub is traditionally the most vocal part of a game's playerbase, especially towards the early life of the community. This can and usually does completely destroy the foundation of a game in its early life, especially if the developers are well intentioned and actually listen to them. It's something of a curse, really.
|
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
538
|
Posted - 2013.05.01 20:55:00 -
[20] - Quote
The downfall of a term I have heard and seen used since playing Planetside at release (probably existed before, but when I first saw it) is not something I imagine just happening.
However I didn't read it because something that is a product of a crap ton of local systems balancing (game, player psych, business psych, business tactics, developer psych, and developer tactics, etc) I don't think I can just whip up solutions or explanations that handle half the necessary data. So I'm sure as hell not bothering with a random post on a forum with a dramatic title |
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Arkena Wyrnspire
Turalyon Plus
127
|
Posted - 2013.05.01 21:00:00 -
[21] - Quote
Piercing Serenity wrote:I'll leave this right here.
On a similar note...
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Sev Alcatraz
The Tritan Industries RISE of LEGION
259
|
Posted - 2013.05.01 21:08:00 -
[22] - Quote
Im a tanker ever since, i lived the missiles because they were an area denial weapon and were devastating, but no one was specd in AV back then so missiles were nerfed to the point where they are a complete joke :( *tear* |
Himiko Kuronaga
SyNergy Gaming EoN.
228
|
Posted - 2013.05.01 21:25:00 -
[23] - Quote
Rynx Sinfar wrote:The downfall of a term I have heard and seen used since playing Planetside at release (probably existed before, but when I first saw it) is not something I imagine just happening.
However I didn't read it because something that is a product of a crap ton of local systems balancing (game, player psych, business psych, business tactics, developer psych, and developer tactics, etc) I don't think I can just whip up solutions or explanations that handle half the necessary data. So I'm sure as hell not bothering with a random post on a forum with a dramatic title
And yet I still got an entire post out of you.
Would you like to.... talk... about it? |
Aighun
Zumari Force Projection Caldari State
785
|
Posted - 2013.05.01 23:23:00 -
[24] - Quote
Himiko Kuronaga wrote:
That is why I mentioned hard counters like a damage-type specific hardener. There is no power creep there, you have made a choice to buff yourself up against one type of threat and will likely suffer in some other manner as a result of that.
This is exactly power creep. Law of unintended consequences will pretty much guarantee that you would inevitably nerf something that you never meant to nerf by buffing a few things to achieve "OP fun times." So then you have to buff those things as well. And so on and so forth. Then you end up with buffing ad nauseum. The first few buffs were really exciting! Wow, everything is going great? Why would anyone not buff? But by the time you start in on your 1,576th buff you really start to wonder why you ever started buffing in the first place. But you just can't stop. No matter how much you try.
Baal Roo wrote:Simply put, if you fix balance issues with buffs, you flatten the gameplay. 10 "buffs" later and you realize your "balance" now comes from the fact that half the weapons in the game OHK at absurd distances. You basically end up buffing the weapon individuality right out of the game.
Insanely high damage =/= better ganeplay
At this point you could always buff hit points. Wait. You would have to buff hit points. Everything must be buffed.
Himiko Kuronaga wrote:
An old, but incredibly good article as it pertains to this type of individual can be read in their relation to fighting games.
Yes, there will always be people that can't learn the counter attack or the block. There will always be those turn to forums to complain before even bothering to find out if there is a counter. Article is fun read especially in terms of 1 v 1 competition.
But Dust is about large scale warfare. And in war you need your pawns as much as you need your rooks. The developer's ambitions are to do much more than churn out a slew of 16 v 16 instant battles for players to jump into and shoot each other for ***** and giggles. So, while the nerf hammer is kind of a downer, it does help the game makers (hopefully) to keep things under control while adding more and more to the game. Devs have mentioned that they are often torn when making balancing decisions about whether they should balance for what is in the game now, then change it for new content, or balance according to what will be in the game eventually, and let players live with some imbalances until then.
Dropping the buff bomb on Dust 514 could very easily get entirely out of hand and mess up things like the player market, ties to eve, PvE, planned future content. And I would rather live through some nerfing and get all of the stuff that we are hoping to get in this game as soon as possible. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
280
|
Posted - 2013.05.01 23:34:00 -
[25] - Quote
Piercing Serenity wrote:I'll leave this right here. Take notes CCP. Does your game introduce good counter play? Are their options for players the game mechanic is being used on, or just the user? Are the valid counter tactics to what gets introduced?
You know what's wrong and what's right with Dust 514, you've alluded to fixing some for the problems, but not all. You know exactly what I'm talking about |
Piercing Serenity
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
278
|
Posted - 2013.05.02 02:45:00 -
[26] - Quote
This is what we should be working towards for new players.
TL;DR: We need more Mass Drivers |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
288
|
Posted - 2013.05.02 02:49:00 -
[27] - Quote
Piercing Serenity wrote:This is what we should be working towards for new players. TL;DR: We need more Mass Drivers I think the AR is the real FOO strategy here. It's familiar, easy to use and can carry you for a while. But when you come across something like an HAV, Mass Driver, or HMG, your FOO strategy needs to be adjusted. Yet instead of adjusting your strategy, you AR users **** and moan for nerfs on the forms and you get your way! |
Piercing Serenity
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
278
|
Posted - 2013.05.02 03:06:00 -
[28] - Quote
Cosgar wrote:Piercing Serenity wrote:This is what we should be working towards for new players. TL;DR: We need more Mass Drivers I think the AR is the real FOO strategy here. It's familiar, easy to use and can carry you for a while. But when you come across something like an HAV, Mass Driver, or HMG, your FOO strategy needs to be adjusted. Yet instead of adjusting your strategy, you AR users **** and moan for nerfs on the forms and you get your way!
I wouldn't generalize so much. I'm an AR user, but I don't "***** and moan for nerfs" as you say. My experience has shown me that there are a few different ways to approach different weapons. Attacking another AR user is different in attacking a MD user in both approach and pressure. I try to make MD users panic and use their rounds quickly - that's when they're the weakest. That won't happen with an AR user (Usually) because of the clip they have in their primary and secondary weapon. So for them, it a matter of catching them reloading or switching weapons and conserving my shots.
I think "Run and Gun" is the real FOO strategy. You can fit your dropsuit with two damage mods and a duvolle and run though skirmish no problem. But try that in a corp battle and you're toast. Corp battles - and by that extension PC - is the real brick wall here |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
288
|
Posted - 2013.05.02 03:13:00 -
[29] - Quote
Piercing Serenity wrote:Cosgar wrote:Piercing Serenity wrote:This is what we should be working towards for new players. TL;DR: We need more Mass Drivers I think the AR is the real FOO strategy here. It's familiar, easy to use and can carry you for a while. But when you come across something like an HAV, Mass Driver, or HMG, your FOO strategy needs to be adjusted. Yet instead of adjusting your strategy, you AR users **** and moan for nerfs on the forms and you get your way! I wouldn't generalize so much. I'm an AR user, but I don't "***** and moan for nerfs" as you say. My experience has shown me that there are a few different ways to approach different weapons. Attacking another AR user is different in attacking a MD user in both approach and pressure. I try to make MD users panic and use their rounds quickly - that's when they're the weakest. That won't happen with an AR user (Usually) because of the clip they have in their primary and secondary weapon. So for them, it a matter of catching them reloading or switching weapons and conserving my shots. I think "Run and Gun" is the real FOO strategy. You can fit your dropsuit with two damage mods and a duvolle and run though skirmish no problem. But try that in a corp battle and you're toast. Corp battles - and by that extension PC - is the real brick wall here You generalized first by comparing the MD to a noob tube, which it's not. Even if you personally don't cry for nerfs, there are quite a few AR players on here that do. Which is why this build is so ****** up and imbalanced now. Instead of counter mechanics, and perfect imbalance, there's no real meta game and the fit of the month became the fit of the build. Even if run and gun is the FOO strategy, there's nothing to effectively counter it when that strategy only gets better because of imbalanced game mechanics like Light Weapon Sharpshooter and stacked damage mods. Everything this game was intended has been changed because of that. |
Aegis Scientiafide
Planetary Response Organisation
13
|
Posted - 2013.05.02 03:37:00 -
[30] - Quote
So instead of nerfing one aspect of a game and fixing the balance issue, try to buff everything else (and pray that it remains balanced)! |
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Charlotte O'Dell
Faabulous
187
|
Posted - 2013.05.02 03:45:00 -
[31] - Quote
Buff everything...except AV! NERF THE KITTENS OUT OF AV |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
288
|
Posted - 2013.05.02 03:57:00 -
[32] - Quote
Aegis Scientiafide wrote:So instead of nerfing one aspect of a game and fixing the balance issue, try to buff everything else (and pray that it remains balanced)! More like introduce proper countermeasures when applicable to spark up a metagame if everything is built around that perfect imbalance. For example, this build was all about shield infantry or for the most part. Armor is nothing but a joke with the movement penalty as the cherry on top of the who the **** cares cake. Now that a proper countermeasure is being introduced in the form of the scrambler rifle, shields are taken down a peg and (a rumored buffed) armor is more viable.
Here's another example.
Charlotte O'Dell wrote:Buff everything...except AV! NERF THE KITTENS OUT OF AV Early this build, you had people that specialized into HAV. Their effective counter, AV was all but neglected by newer players. During that time, HAV used to be rolling death mobiles allowed to run around because their counter was left ignored. Instead of nerfing HAV, the situation should have been left alone because the proper countermeasure was there in the beginning. In this sandbox environment, players did learn to adapt but with the nerf, HAV have been almost reduced to pricy WP pinatas. There are still experienced HAV pilots out there, but the role has become more difficult to get into for inexperienced pilots because of the nerf coupled with the fact that some of us were smart enough to figure out things on our own. So HAV got the double shaft just for playing the game as intended. |
Aighun
Zumari Force Projection Caldari State
785
|
Posted - 2013.05.02 04:11:00 -
[33] - Quote
Cosgar wrote:Aegis Scientiafide wrote:So instead of nerfing one aspect of a game and fixing the balance issue, try to buff everything else (and pray that it remains balanced)! More like introduce proper countermeasures when applicable to spark up a metagame if everything is built around that perfect imbalance. For example, this build was all about shield infantry or for the most part. Armor is nothing but a joke with the movement penalty as the cherry on top of the who the **** cares cake. Now that a proper countermeasure is being introduced in the form of the scrambler rifle, shields are taken down a peg and (a rumored buffed) armor is more viable. Here's another example. Charlotte O'Dell wrote:Buff everything...except AV! NERF THE KITTENS OUT OF AV Early this build, you had people that specialized into HAV. Their effective counter, AV was all but neglected by newer players. During that time, HAV used to be rolling death mobiles allowed to run around because their counter was left ignored. Instead of nerfing HAV, the situation should have been left alone because the proper countermeasure was there in the beginning. In this sandbox environment, players did learn to adapt but with the nerf, HAV have been almost reduced to pricy WP pinatas. There are still experienced HAV pilots out there, but the role has become more difficult to get into for inexperienced pilots because of the nerf coupled with the fact that some of us were smart enough to figure out things on our own. So HAV got the double shaft just for playing the game as intended.
Here's the thing with HAVs. They have never taken the next step in their "perfect imbalance" evolution.
What is the best way to run a heavey? With a logi! The counter to relatively strong AV could very well be remote repping.
Does anyone ever run remote repairs on vehicles from other vehicles? Nope. People haven't figured out how to become vehicle logis. Mainly because it is clunky and a pain to use remote reps. But they can still be done. Even in this build.
But we are all still thinking of vehicles as single units that work with infantry. And not how to fight battles using various combinations of vehicles. What if the vehicle nerf was not based on players ranting, but on internal tests with game play modes where there were up to 12 vehicles per team? Do you let everyone get used to vehicles and anti vehicle roles that are balanced for Instant Battle and ignore the balance for Planetary Conquest where 16 person teams in coporation v. corporation battles will begin to figure out ways to powerful combinations of vehicles and infantry into battles in ways we have not yet seen?
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hooc order
Deep Space Republic
5
|
Posted - 2013.05.02 04:12:00 -
[34] - Quote
Quote:BUFFING everything.
I would rather they nerf all armor and shields and buff all weapons.
So it is one or two hit kill on everything.
You want a AAA FPS?
That is how you make it. Skill rules SP, ISK, WP, time spent leveling is window dressing. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
288
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Posted - 2013.05.02 04:25:00 -
[35] - Quote
Aighun wrote:Here's the thing with HAVs. They have never taken the next step in their "perfect imbalance" evolution.
What is the best way to run a heavey? With a logi! The counter to relatively strong AV could very well be remote repping.
Does anyone ever run remote repairs on vehicles from other vehicles? Nope. People haven't figured out how to become vehicle logis. Mainly because it is clunky and a pain to use remote reps. But they can still be done. Even in this build.
But we are all still thinking of vehicles as single units that work with infantry. And not how to fight battles using various combinations of vehicles. What if the vehicle nerf was not based on players ranting, but on internal tests with game play modes where there were up to 12 vehicles per team? Do you let everyone get used to vehicles and anti vehicle roles that are balanced for Instant Battle and ignore the balance for Planetary Conquest where 16 person teams in coporation v. corporation battles will begin to figure out ways to powerful combinations of vehicles and infantry into battles in ways we have not yet seen? With a beta like this, it's hard to tell what kind of intended balance was supposed to be established. Judging from the trailers, spider tanking looked like it was going to be a big feature. Out of all the repair tools, I think the logistic tool is the only thing being used on a tank right now. Unfortunately our player base is pretty selfish leading to the reason why we don't see many vehicular remote repairers or shield transfer modules since they don't generate WP.
As of right now, things have been somewhat balanced to a point where tanks aren't an "I win button" and need infantry support as AV needs support to counter the tank. But unfortunately, tanks are still at a disadvantage because it's effective counter isn't balanced for skill investment like it should be when a free militia launcher or forge gun can take out a marauder. When things are imbalanced like that, I concur with tank pilots when they simply say: "Why bother?"
Whether the nerf was from QQing or something we don't know about yet, the damage has already been done and if the stats we're seeing on HAV is any indication, it's only going to get worse and Dust will slowly devolve into a twitch gaming AR fest if something isn't done. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
288
|
Posted - 2013.05.02 04:26:00 -
[36] - Quote
hooc order wrote:Quote:BUFFING everything. I would rather they nerf all armor and shields and buff all weapons. So it is one or two hit kill on everything. You want a AAA FPS? That is how you make it. Skill rules SP, ISK, WP, time spent leveling is window dressing. Then what's the poing of grinding for SP? If you want twitch gaming, go back to your basement and play CoD. This is supposed to be a thinking man's track and strafe shooter. People like you are the reason that the FPS genre is slowly dying. |
Aighun
Zumari Force Projection Caldari State
785
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Posted - 2013.05.02 04:38:00 -
[37] - Quote
Cosgar wrote: Whether the nerf was from QQing or something we don't know about yet, the damage has already been done and if the stats we're seeing on HAV is any indication, it's only going to get worse and Dust will slowly devolve into a twitch gaming AR fest if something isn't done.
We'll see how it goes. I really think they are just making it up as they go. Best thing they could do is leave the game alone for a while. Unless there is something that is drastically and glaringly messed up.
However, rumor has it that something was already done. To the AR. Word on the street is that players with decent aim are no longer liking the AR.
Also, "twitch" is often used derisively but I am not sure why games that require hand eye coordination get such a bad rap here on the forums. Tetris and Pong are twitch games. Nobody hates those games. I have never seen a thread here where one poster told another to "go back to Tetris."
If done well, "twitch" adds depth to the game. All it needs is the proper counterGǪ |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
292
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Posted - 2013.05.02 05:37:00 -
[38] - Quote
Aighun wrote:Cosgar wrote: Whether the nerf was from QQing or something we don't know about yet, the damage has already been done and if the stats we're seeing on HAV is any indication, it's only going to get worse and Dust will slowly devolve into a twitch gaming AR fest if something isn't done.
We'll see how it goes. I really think they are just making it up as they go. Best thing they could do is leave the game alone for a while. Unless there is something that is drastically and glaringly messed up. However, rumor has it that something was already done. To the AR. Word on the street is that players with decent aim are no longer liking the AR. Also, "twitch" is often used derisively but I am not sure why games that require hand eye coordination get such a bad rap here on the forums. Tetris and Pong are twitch games. Nobody hates those games. I have never seen a thread here where one poster told another to "go back to Tetris." If done well, "twitch" adds depth to the game. All it needs is the proper counterGǪ 4... er 4 days to go and it's still too early to pass judgement. If you look around, the top threads on here are about someone finding out a shred of data followed by knee jerk reactions.
Sharpshooter isn't going to affect range anymore, which is getting most AR pubstomping purists' panties in a bunch. Aside from going back to their intended mid-short range, there hasn't been any indication of a nerf to my knowledge. If anything, it's a buff. Sharpshooter is going to reduce kick, the iron sights are better, and according to IWS, the tactical is back to its former glory.
Twitch gaming kind of has its stigma now. While there's nothing wrong with that kind of FPS, it shouldn't be the only thing on the market. Right now, it feels like everything is trying to be like CoD (Dust included) instead of trying to surpass CoD. I've said this before, but if this game is going to make it, it's going to have to appeal to one specific part of the community or none at all. Either go full strafe and track shooter or go full CoD clone. I'm getting tired of this middle of the road crap. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1314
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Posted - 2013.05.02 19:25:00 -
[39] - Quote
Aighun wrote:Baal Roo wrote:Simply put, if you fix balance issues with buffs, you flatten the gameplay. 10 "buffs" later and you realize your "balance" now comes from the fact that half the weapons in the game OHK at absurd distances. You basically end up buffing the weapon individuality right out of the game.
Insanely high damage =/= better ganeplay At this point you could always buff hit points. Wait. You would have to buff hit points. Everything must be buffed.
But if we are talking about literally every item, buffing all but one item is the exact same as nerfing just that one item. The relative strength of each item ends up the same. The ONLY difference is that buffing every item takes much more time than nerfing one.
Think of it this way. Buffing every single item by 10% would make absolutely zero difference to the gameplay. The only thing that would change would be the numbers used to describe the power relationship between items. Your armor being 100 HP and my gun doing 100 DMG per second is literally identical to your armor being 10,000 HP and my gun doing 10,000 DMG per second.
So, let's say your gun currently does 100 DMG per second, mine does 90 DMG per second, and our Armor is both at 100 HP. We also, hypothetically, need to balance YOUR gun with MY gun. My gun is exactly where the devs want the DMG vs HP to be.
So, we need a 9:10 ratio between damage and armor for YOUR gun, AND a 1:1 ratio between your gun's damage and my gun's damage. we can either raise the damage of my gun to 100 DMG and the HP of Armor to 112 (to preserve the 9:10 ratio we like), OR we can save a step and lower the damage of YOUR gun to 90. In either case, your gun will now be at a 9:10 ratio with DMG/HP and a 1:1 ratio with my gun. Both scenarios balance your gun in the exact same way.
Now, expand this principle to HUNDREDS of weapons, and you see why it's not only much easier to NERF than it is to BUFF, but why there's no actual difference between NERFing one weapon, and BUFFING all items besides that one weapon. |
Aegis Scientiafide
Planetary Response Organisation
13
|
Posted - 2013.05.06 04:40:00 -
[40] - Quote
Baal Roo wrote:Aighun wrote:Baal Roo wrote:Simply put, if you fix balance issues with buffs, you flatten the gameplay. 10 "buffs" later and you realize your "balance" now comes from the fact that half the weapons in the game OHK at absurd distances. You basically end up buffing the weapon individuality right out of the game.
Insanely high damage =/= better ganeplay At this point you could always buff hit points. Wait. You would have to buff hit points. Everything must be buffed. But if we are talking about literally every item, buffing all but one item is the exact same as nerfing just that one item. The relative strength of each item ends up the same. The ONLY difference is that buffing every item takes much more time than nerfing one. Think of it this way. Buffing every single item by 10% would make absolutely zero difference to the gameplay. The only thing that would change would be the numbers used to describe the power relationship between items. Your armor being 100 HP and my gun doing 100 DMG per second is literally identical to your armor being 10,000 HP and my gun doing 10,000 DMG per second. So, let's say your gun currently does 100 DMG per second, mine does 90 DMG per second, and our Armor is both at 100 HP. We also, hypothetically, need to balance YOUR gun with MY gun. My gun is exactly where the devs want the DMG vs HP to be. So, we need a 9:10 ratio between damage and armor for YOUR gun, AND a 1:1 ratio between your gun's damage and my gun's damage. we can either raise the damage of my gun to 100 DMG and the HP of Armor to 112 (to preserve the 9:10 ratio we like), OR we can save a step and lower the damage of YOUR gun to 90. In either case, your gun will now be at a 9:10 ratio with DMG/HP and a 1:1 ratio with my gun. Both scenarios balance your gun in the exact same way, the numbers used to represent that balance are just different. Now, expand this principle to HUNDREDS of weapons, and you see why it's not only much easier to NERF than it is to BUFF, but why there's no actual difference between NERFing one weapon, and BUFFING all items besides that one weapon.
You don't get it. People get excited when numbers go up, not down. That's why we can't have nerfs: It's simply better to buff everything else. Plus, people are too stupid to notice the lack of a difference. |
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