From what I can see, these are the main themes touched on so far.
-
Expansion speed and health.
-
The ranking system.
-
Unit behaviour.
-
Factory choice/matchups.
quote: Seriously, one glaive or flea should not be able to destroy an entire energy farm so easily just because it used it's insane speed to insert itself into a gap that the opponent could not reasonably afford in resources nor micro-time to defend. |
quote: Mexes are also part of that equation of economic frailty, given the exponential effect that lost mexes have in your economy thanks to overdrive. And its easy to miss the fact that a mex was destroyed in the mid-late game, which makes you further paranoid. |
quote: If expanding was slower, and expansions were more resilient, having such keyed reflexes might not be so important.
Compare to dawn of war for example, where listening posts took a good 20 seconds for a force to focus down, and taking down main base structures took forever. Dawn of war was appreciably non-stressful to play. |
I think durability and the economy are the easiest and potentially most fruitful things to tinker with.
The question of whether mexes are too cheap has been lingering over development for many years. A mex pays for itself in about 35s. Raids are nowhere near that frequent, so you should be grabbing mexes as fast as you can. The main expense is cosntructors, but they can take territory with metal-efficient turrets. Overall, the window for exploiting the economic dip caused by constructing a mex is very small. Therefore, raids are focused on attrition rather than exploiting windows. I think mexes could easily be quite a bit healthier and costlier.
Health is interesting because it increases the window for reacting and nerfs high-alpha units, which themselves are a bit frustrating. As a concrete example consider ZK with doubled health for everything. After a bit of rebalancing, what does it look like and is it a reasonable game? Would it be correct to say that low-health raiders encourage defenses and counter-raids, while high health could encourage reinforcing an area under attack?
Thinking about health and alpha got me thinking about Lotus and Picket. These two units could be a microcosm for the ways that an RTS can be particularly stressful. Pickets often shoot before they are spotted and quick reflexes are required to avoid losing a raider pointlessly. Attacking a cluster of Pickets is very much all-or-nothing. Pickets can be frustrating on the defending end when one of their shots fails to hit (often due to a moving target going behind terrain) or when overkill prevention malfunctions. Lotus suffers from none of these problems, and I think the game is better for the change that relegated Picket to 100m cost (up from 80m).
Also on raiders (they are important for 1v1), what do people feel about the retreat 'range bonus'? This is the phenomena in which only one of two identical fighting units can fire, depending on their speed and spacing. I noticed a few streamers get frustrated at it closer to the Steam release, perhaps some people here feel the same. It is core to raider interactions and makes for some nice defenders advantage. I don't know if or how this could be removed as it is simple a result of the physics of the game. Changing the physics is difficult and has even jankier side effects. Something drastic would need to be done, such as making units slower when firing (a micro nightmare).
Doubling health across the board is not without costs. One of my criticisms of some of the more recent RTS games is that it feels like their weapons have little impact. The battles are fairly static and silly looking when a relatively small unit takes 100 bullets to kill. Reducing the impact of alpha would also soften the balance.
quote: Whatever constant tinkering has happened to the system up unto this point has totally undermined the purpose of it and left us with inflated numbers |
quote: That seems like a great idea to decrease rank anxiety. Instead having ladder available at all times, make it an event to show the ranking order over some period of time - like every 4 months - together with recap of all most achieved and biggest awards. Automate that even. |
I think seasons for competitive MM is a very good idea, as well as a fake rating that approximately reflects your 'real' skill but which moves in ways that are more fun than the current system. I don't know how to do any of this short of taking on responsibility for infrastructure development. Basically,



DeinFreund took on responsibility for ratings with the driving motivation of applying some fancy tech to make them better predictors of games. Unfortunately, predicting games accurately led to concessions on the side of usability - remember when your rating would 'randomly' go down on a loss? Over time, a lot of work was put in to smooth out the system to make it more appropriate for human consumption, but it is still a system with accuracy instead of human-readability at its core.
I think most people want a simple, understandable, system with predictable results. Random losses are terrifying, so not being able to predict how much you may lose of a loss surely contributes to stress. Seasons would be a massive hit to game predictability, but they would allow people to come back and "reset" without the pressure to maintain their previous rating.
quote: I'm also reluctant to try to fix an issue that lies in the head of the player with a balance change in game. |
Briefly, hoping that people change is completely backwards game design. Sure, you can design a game that is "not for" the majority of people, but then you'd better be happy with doing that. The premise of this thread is what might be done if we're not happy with that.
quote: I think a simple change which would make the game a lot less stressing without needing any actual gameplay changes, would be making units less propense to suicide. |
quote: I HATE HATE HATE the fact that some units have slow turret turn speed, there is NO need for it and from a user perspective it just means those units will be buggy a lot of the time. |
I am not affected by the first issue (or you could say I was highly affected) because I set my units to perpetually hold position in as many games as will allow it. I have noticed this issue, and even tried hold position as the new install default for a time. Hold position is not a good general solution because then units sit there and look stupid while they die to something just outside range, I could see that new players were better off with Maneuver. I don't really know why people would want their units to move automatically so I don't have a way to start making good idle unit AI.
Slow turret turn speed is slowly being eliminated just based on the way patch notes have gone. I have not seen too many problems due to unit turn speed. I worry that if vehicles turned significantly faster then they would essentially become bots, losing a large part of their identity. However, there is a lot of room between their current behaviour and becoming bots. Some reduction in turn radius could be applied.
quote: There's so many maps where you HAVE to go X factory to be competitive - and that's a stressor; not a precursor for fun and expression. |
quote: What if you had 2 factory tokens to start with? (This could be a mod-option) |
I don't think a feeling of having to go factory X can be solved by itself. If you are already stressed by the game then you are more likely to stick to what is safe than experiment and extend the meta. It is also hard to experiment while competitively stressed, which will feed back into the feeling that only factory X is viable. I agree that factory balance could be better, or there may even be better ways to select your 'faction'.
Starting with two factory tokens just sounds like it will make the game harder. I don't see what would prevent the meta settling in the way that @Sparkles brings up and, lets be honest, one of the factories will be air (making the game even harder). I also think that 1v1 is the only game mode suffering from factory choice problems. In teamgames, even down to 2v2, factory choice distinguishes the roles of players in a team. There are many combinations of factories and the simplicity makes it easy for experienced players to know what types of things they can do for a team. That ZK can be played in large team games owes a lot to the current factory system.
I don't see what can be done short of a full redesign of the factory system. Most designs seem like they would run into the same problems, and potentially break teamgames. The current system of attempting to balance the factories while picking maps that don't overly favour one factory has worked in the past.
====================
If @Sparkles or anyone else wants to test some drastic changes I'm happy to put them on a test host. From this post, the drastic thing I would test is:
-
Double health.
-
100 cost mex.
-
Increase turn rates of low turn rate things.
I have no idea if it works, but it seems best to test extremes.