Customizable balance variables

rein4cerein4ce Join Date: 2008-07-05 Member: 64567Members
edited August 2012 in NS2 General Discussion
<div class="IPBDescription">poweer to the server admins!!</div>In the current late phase of playtesting, before the scheduled release later this year, wouldn't it be convenient to allow server admins easily tweak all game-balance related properties like recharge rates, costs, hydra limits, damage dealt, hit cones and so on <b>while still in beta</b>? One important thing would be to allow everybody joining the server see all relevant changes upfront, so they can be immediately recognized. It would serve as a distributed unit testing of some sorts, where tweaks are applied whenever seemed appropriate or necessary. After two or three weeks we could expect best configurations to emerge, proven by the sheer popularity of the servers that implemented them.

I believe such a thing is already feasible given the .lua driven game code, but it's not encouraged enough and there is no indication of any changes apparent to players joining.

That way we can arrive at properly balanced state much quicker and more or less for free, given the alternative of shifting the it back and forth every patch or hiring a dedicated balancing team. It is also possible that new interesting mechanics might be discovered along the process.

I also think that plenty of people on these forums have very legitimate ideas on how to fix the game, they just never get the change to have them tested in a real game scenario.

What do you think?

Comments

  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    edited August 2012
    I don't think I'd really like this too much, mostly because every server would have different type of balances and it'd just annoy me a lot. UWE needs to fix the balance or someone needs to make a good promod but all in all I don't want to have every server running it's own little balancemod, even if the changes would be told to me when i join up in the game.
  • rein4cerein4ce Join Date: 2008-07-05 Member: 64567Members
    That's understandable, I meant it however only as a temporary option before the game is shipped to help polish the overall quality of the gameplay
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    Nope. If you want things like this - no problem! Make a mod. 'Vanilla' NS2 will be the same on each and every server it runs. Consistency checks will make sure that the main game is not altered, upon release (there's no such system yet).

    There are many reasons to not give admins power to change the balance of the game. A really good one I can come up with off the top of my head is consistency - how annoying would it be to have to re-learn the game every time you join a new server?
  • rein4cerein4ce Join Date: 2008-07-05 Member: 64567Members
    Angeleusz, I know the final game will have only one consistent config, but I was rather proposing a method to determine the most optimal balancing during upcoming weeks, before the release. Not allow admins to do whatever they want with the stock game later on. And about relearning the game? I dunno, right now every patch has some drastic change that ruins people's experience. Why not alleviate it when we still can?
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I agree, as much as mods are great I flippin hate server mods... I jump and and want to have a nice vanilla game, and low and behold there are crazies going on.

    I love server mods, but when you just want to play vanilla it can get annoying.

    L4D2 is a prime example.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    The problem is, once you have that information, what do you do with it? Say all the servers running vanilla NS2 are reporting a win loss of 30/70, but one server which has tweaked the lerk bite damage and the onos run speed is reporting a win loss of 45/55. Maybe in one case the vanilla servers report one thing, and a modded server reports the exact opposite. What does it mean? Even if a modded server came out with 50/50 win loss over 1000 000 games, what would it mean?

    As for simply allowing server admins to change the game; I think its a bad idea.
    As for the balance implications of trying many different combinations; the data gathered will never mean anything.

    Game balance is something that needs to be looked at by a central autonomous body, because so many variables are involved, and sometimes you want some of them to remain constant, but you don't know how interwoven they all are.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    Most players will not really notice that the server is modded or just forget about it when posting feedback. They also tend to generalize and emotionalize (i.e. "xxx <b>feels</b> weak in this patch). This in turn will make <b>all</b> feedback completely useless, as noone will have any clue on what game you were actually playing.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    The implemented stats tracking the devs have would be completely useless if this was done. Also they would be swamped in feedback from all the different values and people sending feedback. It's much better to let the devs have complete control of the balancing, using a consistent system across all servers. And use that feedback+stats tracking+feedback from the community, based on this consistent system, as a starting point for any balance tweaks or to see what works and what doesn't.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Its incredibly easy to do this already. Lots of servers do it to balance out things they disagree with UWE about.
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    I tweak little things on the HBZ servers from time to time if its necessary. We had an turretlimit for example in times where turrets complete lockdown areas and aliens had no chance todo anything against.
    If things complete broken, why should i wait 2 weeks for an patch if i can "fix" it within 1 minute serverside.

    Right now tram has fixed spawnpoints on our servers for example, cause this map didnt work with randomspawns but play really fine with fixed spawns.

    Every mod (client or serverside) give UWE "wrong"statistics. Isnt NS2 the best moddable game on the market?
    In BF3 for example every serveradmin can use the settings he want. If people dont like these settings (no crosshair for example) they can switch to another server.

    There a handfull servers out there. If one serveradmin change things, uwe shouldnt say "nooo, thats not good. our statistics, noo". They should say "ok, lets compare the statistics from this server with an vanilla one"
  • rhombusrhombus Lerk Queen Join Date: 2011-06-23 Member: 106055Members, Constellation, Squad Five Blue
    edited August 2012
    NS2 is the best mod-able BETA in the market. You don't know what they will do when it's all locked down and shipped. Please for the sake of humanity not mod numbers in terms of abilities and such because there is no way to tell with the stats tracking which servers are modded and which are not. Can also give the public false information as to what the numbers are for the things you modded if there is no notification of it.

    The data that is gathered is used by UWE. If they see a stat that is off (lets say that win ratio for Aliens was 70%) it gives them the chance to step back and take a look at what might really be causing this problem and to find a suitable solution, but with the mods it has the potential of skewing the numbers to make it seem like there isn't a problem. Making minor tweaks should be left in the hands of the Devs, namely Charlie. While a lot of you disagree and want to do it yourselves.. you're hurting more than you're helping by making those changes.

    Once 1.0 is released then I'd see giving the green light for modding servers.. just not during beta.
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    Just to add to the chorus of naysayers, yet another reason why this is problematic is because of obscurity. How could a server admin communicate what changes were made? I think the best solution is to have changes like that bundled up in to mods which can be branded/named, making it easier to find out about them by referring to a forum post or website or some other way to communicate what changes can be found therein.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Stats are useless when anybody that play the game 5 minutes can find what is broken (like leap at 1 minute, or alien spawn now). dePARA has made a good job at fixing broken builds and make them more enjoyable.

    Btw the most efficient optimization algorithms (genetic, particle swarm, ..) often use a population of solutions with different parameters.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1963933:date=Aug 16 2012, 12:59 PM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Aug 16 2012, 12:59 PM) <a href="index.php?act=findpost&pid=1963933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Consistency checks will make sure that the main game is not altered, upon release (there's no such system yet).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Any word on how that'll be implemented exactly (and also when and if before v1.0)? It's pretty important not to have things like admin-mods set off a modded-flag.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    This is already possible. The HBZ servers a few builds ago, when the onos was way over powered, changed the cost of the onos to 80 pres.
Sign In or Register to comment.