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2012-06-16, 10:23 PM | [Ignore Me] #16 | ||
Staff Sergeant
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You kidding? Tri-shot should never have been in the game in the first place.
Anyway, this bunch of devs seem like they are more deliberate in their actions, so I don't expect much knee jerk nerfing/buffing from them. That's barring any staffing changes over time ofc. |
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2012-06-16, 11:33 PM | [Ignore Me] #19 | ||
If some weapon is obviously OP you can't just leave it be for a long time just for "consistencies" sake.
However you can't just put a quick fix out for the weapon either. Othewise you won't realize you didn't get it right until it's out in production already and will require re-fixing (annoying players). Any balance fixes need to be verified on a test environment for a good while before getting the green flag to go into production. Lasher anyone? |
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2012-06-16, 11:38 PM | [Ignore Me] #20 | |||
Captain
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2012-06-16, 11:40 PM | [Ignore Me] #21 | |||
Corporal
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2012-06-17, 01:55 AM | [Ignore Me] #22 | ||
Corporal
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You apply "nerfs" to mechanics, abilities, items and such that were not intended and are so unbalanced that there is no other alternative.
You apply "buffs" to mechanics, abilities, items and such in place of "nerfs" so that the player base doesn't get a negative feel and instead have a positive experience because now they are on even ground. |
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2012-06-17, 02:48 AM | [Ignore Me] #23 | |||
Corporal
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Wondering how to apply Austrian theory in the age of PS2 instant nano production. |
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2012-06-17, 02:56 AM | [Ignore Me] #24 | |||
One of the most common causes of over-nerfing is when two only vaguely comparable skills or weapons are put side by side. Often, a dev will apply massive buffs or nerfs to get these skills "in line" but, functionally, there is enough difference that the metagame will still cause problems. Another option is homogenization. It's not often employed but Blizzard did it with Cataclysm, radically redefining many classes in the name of balance simplicity and, while it worked, a lot of people were unhappy and the game's class depth took a hit.
I'm a fan of a third option, the one we're discussing here. To sum up: Small tweaks to keep congruity between analogues and metagame maturation to find places for everything else. In time, many changes will be needed to all tools and skills but the bigger the difference between the things being compared, imo, the longer you should look at it and let the all of the players show you (not just the vocal minority on the forums telling you) how the game is going to be played. Mostly, a lot of folks just need to htfu.
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And that was that. |
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2012-06-17, 03:01 AM | [Ignore Me] #25 | ||
Colonel
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I'd like to see them be more open to experimentation. Try out a semi experimental change for a week or 3, see what happens. "Ok, this week, we're playing with buggy damage, and are adding a burst fire mode to them" or whatever.
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2012-06-17, 03:11 AM | [Ignore Me] #26 | ||
Contributor PlanetSide 2
Game Designer |
Regarding letting the game mature...
A lot of tactics in PS1 did not emerge in beta or even several months after release. Over time tactics will develop, others will adapt to them, and then you innovate again. The cycle evolves the gameplay and that's difficult if not impossible to observe in beta. Many may not be seen until deep levels of certs are unlocked, and more when those deep unlocks are more prevalent and squads make intelligent use of them. So its something that simply takes time to develop and observe. Along the way they'll discover problems that would have been impossible to see in Beta, and some things will require nerfing. |
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2012-06-17, 03:18 AM | [Ignore Me] #27 | ||
Second Lieutenant
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Amen to that... I'd much rather they experiment than simply nerf something becuase suddenly there are 50 whine threads about it on the forum. Nerfing is never the solution in an MMO (unless the piece of equipment/mechanic is broken and is being exploited). At least not instantly... and definitely not 1-2 weeks after launch. Let it play out, let word spread on how to actually use it after intelligent and creative players have come up with a way to use it their advantage.
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2012-06-17, 03:22 AM | [Ignore Me] #28 | ||
First Sergeant
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I think my main fear in the way of nerfs/buffs is when they do something in regard to end game (high cert levels). I've seen games (WoW, COUGH COUGH) look at how skills/items can be abused in conjunction in the end-game (or only a specific portion of the game), and just nerf them at all levels of progression/use because of that. It will probably be less likely in Planetside 2, but I could see situations where it could happen.
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2012-06-17, 03:35 AM | [Ignore Me] #29 | |||
Major
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whats the goal to have a weapons who always loose over another one in a 1 vs 1 figth ? the designers never achive perfect balance at the begining they have no time to do it and test it properly In beta when few more people comes some issues can be watch and FIX but some people who enjoys OVERPOWER weapons /vehicules will start complaining from the get go as soon as the dev team try to balanced thing out AND THIS IS WHATS BETA ARE FOR ! Also even after the beta few weapons will be broken and exploits so they will need to be FIXXXX BALANCE if to strong need to be NERF if to weak need to be BUFFF its the way it should be to achive balance and enjoyable experience for people who like diversity ! This is a perfect exemple of imbalanced guns after beta and is this should stay like this so everyones will start abusing it so the game will be call BF M26 Dart ? Nerfing is balancing thing that from the get go as been Broken and almost unuse during BETA so the dev did not have suffcient Data to balanced it well or they were to busy or lazy ! But the facts is Nerfing and Buffing is part of balancing to provide an overall more enjoyable and balanced experience ! Last edited by Stew; 2012-06-17 at 03:37 AM. |
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2012-06-17, 04:04 AM | [Ignore Me] #30 | |||
First Sergeant
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THIS IS NOT A BATTLEFIELD/COD game. Stop trying to apply their logic to this game. |
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