1 |
Don't think this is a good idea:
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1 |
Don't think this is a good idea:
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2 |
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2 |
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3 |
- Balance implications affect all games, not just 1v1. This can have ruinous consequences for other game modes. FAF for instance only has to worry about 1v1 - 4v4, which is a lot different than 1v1 - 16v16.
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3 |
- Balance implications affect all games, not just 1v1. This can have ruinous consequences for other game modes. FAF for instance only has to worry about 1v1 - 4v4, which is a lot different than 1v1 - 16v16.
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4 |
-
Balance
changes
are
more
likely
to
be
not
to
make
the
game
"more
fun"
and
more
likely
to
become
about
skewing
balance
around
a
set
of
players
who
have
interest
in
their
strategies
working,
thus
keeping
them
in
the
"balance
league"
longer.
Additionally
they're
likely
to
nerf
strategies
that
work
against
them.
Contrast
this
to
developer
goals
who
are
mostly
player
centric
(
IE:
make
the
game
more
fun)
.
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4 |
-
Balance
changes
are
more
likely
to
be
not
about
making
the
game
"more
fun"
and
more
likely
to
become
about
skewing
balance
around
a
set
of
players
who
have
interest
in
their
strategies
working,
thus
keeping
them
in
the
"balance
league"
longer.
Additionally
they're
likely
to
nerf
strategies
that
work
against
them.
Contrast
this
to
developer
goals
who
are
mostly
player
centric
(
IE:
make
the
game
more
fun)
.
Consider
a
situation
where
players
find
an
exploit
in
the
balance
that
gets
them
a
big
advantage
(
let's
say
terraforming
fast
build
DDMs
or
something)
.
In
this
circumstance
some
players
in
this
group
of
10
might
find
this
to
be
"fun"
for
whatever
reason,
but
the
rest
of
the
player
base
complains
constantly.
Whatever
rules
you
have
to
prevent
the
circle
jerk
may
work
against
you
in
this
situation.
|
5 |
- Arguably, top x% of players don't represent the rest of the playerbase in terms of usability or accessibility. Consider the myriad of units that can thwart newbie access to the game: Sniper/lance firing at radar dots, etc. If game was balanced around a set of users who use specific nondefault settings, this creates a larger gap in usability for the rest of the 95% who don't have/are aware of these poweruser options. This is not an acceptable outcome for longevity.
|
5 |
- Arguably, top x% of players don't represent the rest of the playerbase in terms of usability or accessibility. Consider the myriad of units that can thwart newbie access to the game: Sniper/lance firing at radar dots, etc. If game was balanced around a set of users who use specific nondefault settings, this creates a larger gap in usability for the rest of the 95% who don't have/are aware of these poweruser options. This is not an acceptable outcome for longevity.
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6 |
- Lastly, balance should really not be a social metagame gatekept behind some mode that less than 10% of the player base (assuming 1670 is the total actual players active right now) actually play.
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