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2012-06-17, 04:13 AM | [Ignore Me] #31 | |||
Major
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But if for exemple the NC Anti infantry weapons is 1.5 X more efficient than the terran ones and have same rate of fire and more stopping power is thats acceptable ? NO its not So the NC weapons will have to be balanced to have a conterpart less acuracy less stoping power or less rate of fire ! also If their is 2 NC AI weapons and one of them is simply better in everything this weapons will need to have a conterpart as well if not the first AI will become unuse and useless so whats the goal to have OP weapons to make all the others useless ? So thats it LOL and also this is a shooter games and all games as to be balanced if not the game is broken ! Whats the deal with BF3 and COD ? i personally dont like CoD but even if i do not like the game i can take it as a exemple for broken balanced weapons etc..since all shooter game have to share the same elements BALANCE Last edited by Stew; 2012-06-17 at 04:18 AM. |
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2012-06-17, 04:17 AM | [Ignore Me] #32 | |||
First Sergeant
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Balancing the empires strengths is going to be weird. TR get the faster fire rates, NC get the higher damage, and the VS seem to get weapons without bullet drop and damage decay over distance (from what has been said). Making sure none of those give too much of an advantage will be something to watch out for. So it turns out we agree completely and I don't know what I'm saying anymore. |
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2012-06-17, 04:19 AM | [Ignore Me] #33 | |||
First Lieutenant
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You think surgile, corner humping, insta triple jackhammer, Lasher 2.0, Oldschool reaver rockets of destroy everything within an 8 mile radius (I exagerate a little), Flails, BFRs, and a number of other stupidly over powered things should stay in the game unchanged?? Naw. I like many of the decisions they made. I actually dislike a number of buffs they gave though. The Rexo buff from 150 to 200 armor, HART drop times decreasing, fiddling with the old re-cert timers. I think we ought to let the DEVs decide what is fair, cheap, and stupidly over powered. And not try to jump to these conclusions based solely on that time you got your ass handed to you by a lone nut job in a BFR. |
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2012-06-17, 04:23 AM | [Ignore Me] #34 | |||
Major
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He say thing like Dev did not have the time to balance everything until launch so he want them to lets everything imbalanced and broke to enjoys the Imbalanced OP weapons ! And its really BAd those ANti nerf people do not understand how devs works ... Devs do not lisen to whiners on forums to fix weapons they do it after having sufficient DATA to do it sometimes the (( FIX)) broke the weapons to much etc.. but no devs no coders are perfect but they have to Post launch adjust weapons and blalance the most as they can ! People have to adapt multiple time to their weapons and this is the way it should be UNDERPOWER weapons as to be BUFF ! OVERPOWER WEAPONS Have to be NERF ! |
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2012-06-17, 04:25 AM | [Ignore Me] #35 | |||
Sergeant
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2012-06-17, 04:28 AM | [Ignore Me] #36 | |||
Major
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2012-06-17, 06:03 AM | [Ignore Me] #37 | ||
Captain
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Well, if posts like http://www.reddit.com/r/Planetside/c...e_of_the_game/ are any indication, there's already a pretty necessary list of Buffs that need to occur, namely:
*Buff hip firing accuracy within reasonable ranges according to weapon (mostly close/mid-range); ADS is a long range accuracy tool that should be used accordingly. None of this stupid run -> stop -> crouch -> ADS -> shoot at ranges where you can easily see the lenses of your opponents' goggles. *No arbitrary limitations on re-centering your cursor *Buff walking speed to a decent pace so that sprinting is actually, y'know FAST (MAX units are fine). Better yet, add a Surge implant as well that allows you to sprint with your gun out with accompanying CoF bloom and a gauge (not absolutely necessary, but fun). |
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2012-06-17, 10:34 AM | [Ignore Me] #39 | ||
Private
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The problem with over nerfing/buffing, becomes a serious thing when you start factoring in resource costs and how the in game economy will flow. I'm just trying to get people to think about it. I personally feel that achieving balance is necessary, but at the same time should be utilizing all the date, and consider individual solutions, not just a copy and paste method applied to all the weapons because it worked once. Maybe just nerfing/buffing isn't the best solution. Maybe price tweaking could work better. Also I'm wondering about the side grades. Will we be able to readjust those after experimenting with them, and Will SOE let us make in game purchases during the beta. To show our support. What ways other than nerfind/buffing can yall think of to achieve balance? How about adjusting, say, a particular side grade that makes a rocket better for dealing with maxes particularly. or something along those lines. Post your ideas.
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2012-06-17, 10:41 AM | [Ignore Me] #40 | |||
Major
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better you are more chance you will win The way to figure out how to win is the way to figure out how to use your weapons caracter moovement and aiming skills at yout advantages This way you will mostly win over the competition ! |
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2012-06-17, 10:44 AM | [Ignore Me] #41 | |||
Major
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So its a good thing they will start to fix that ! |
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2012-06-17, 10:47 AM | [Ignore Me] #42 | |||
Major
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When i tweak my overclock on my GPU i play whith + voltage - voltage and i try out if it work or not same for memmory and clock speed its always + and - You know + means buffing and - Means nerfing rigth ? |
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2012-06-17, 11:18 AM | [Ignore Me] #43 | ||
Staff Sergeant
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Stew, there's a large difference between changing the damage/accuracy/clip size of a weapon and changing the price, which is what he meant. Don't be condescending when it's a case of you not understanding what he means.
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2012-06-18, 07:15 PM | [Ignore Me] #44 | ||
Private
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So the latest interview with Smedley has revealed a little more information about this. He claims that the market system was heavily influenced by league of legends. I've never played this game, and don't know much about it. Anybody know more than that? I really really liked how he talked about the f2p model being the most capitalistic because it is strictly trying to sell quality. Mises, Hayek, and Rothbard, and Friedman would be proud. : D
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2012-06-18, 07:36 PM | [Ignore Me] #45 | ||
Contributor Major
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When to nerf, vs. when to let players adapt?
You have reams of statistics to crunch. You nerf/buff when the statistics bear the players out with a significant sample size. Balancing around manufactured situations doesn't work. Manufactured situations are merely a tool we players can use to eyeball whether there's a problem. We can even formulate arguments around it, as an imperfect example. If those arguments are sound, and the manufactured situation is common enough (or similar enough to a common enough situation), then the statistics game-wide will bear it out. If you don't have a broad enough sample size, or the statistics don't bear out the argument being made by players, you let it lie. And this is coming from a libertarian. Game design is an engineered environment to begin with, with goals that run counter to some free-market ideals. This is okay, and by design (for instance, if one class is worthless, and another class is awesome, the free market would say it's okay for everybody to just play the awesome class. That's not good game design, though). It helps that the entity with the finger on the scale has access to statistics for, essentially, every transaction being made. If the imbalance is small, and is compensated by other imbalances such that overall empire success is acceptable, statistically, you also let it lie. Last edited by kaffis; 2012-06-18 at 07:39 PM. |
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