Reinforcement program, game balance and hope for future outlines
Artturi
Join Date: 2012-07-26 Member: 154364Members
Has UWE outlined any ideas about the balance of the game and where it is heading regarding the Reinforcement program? Personally I would like to see UWE focus more on balance and launch updates to make the game more enjoyable and competitive. I think game is quite full of features now, and I'm happy about the features of the latest release. Yet I feel like they are still quite arbitrary balanced. Feels like the game follows the same predictable direction in every round. I would like to see more choices for players to make.
So, UWE, what are the outlines for next releases? What about you players, what would you like to see?
So, UWE, what are the outlines for next releases? What about you players, what would you like to see?
Comments
You would know that balance/performance is exactly what their focusing on now/lately
Good post: 10/10, 5-stars, A+
But I dont think they are using that method (Its something else behind closed doors now)
Also this was just released yesterday http://unknownworlds.com/ns2/state-of-development-september-2013/
And what if the people who do have time to browse the forums don't have time to respond to redundant questions that are answered on the main page? You're whining about people whining, claiming they're wasting your time- how about don't waste theirs and check the giant thread that UW recently posted.
Example:
October 5th: X balance change
October 22nd: Y balance change
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I don't know how UWE operates but I don't think it is like that. I think they have ideas of what they might like to do balance wise but no clear outline themselves.
Well yeah, who needs balance when we Finally get that :P
(Seriously though, imo, NS2 is the most balanced now than its ever been in the past)
1) Whips being able to both attack and bombard - make bombard researchable, and whips with bombard can only bombard
2) Fade not being able to accelerate quick enough for the amount of energy blink takes - fade has also lowered the skill ceiling/become 'unfun' (you could become pretty sick with 250 fade, but downside was not the best of fades became much better fades, now only good fades are good fades again, but it's just a 'meh' experience)
3) Nanoshield being used on players, was suggested that it should only be usable on structures, or further nerfed
4) Jetpack cooldown to regenerate fuel may be too high, make it accelerate quicker but have less fuel
Then it just comes down to tech trees, why is only doing this and this viable at start; how can we make several options viable without making other ones worthless - that is the question (however from personal experience this seems to be impossible in gaming, look at mobas - same build 24/7 with one counter-item, look at counter-strike - ak47/m4/awp/deagle, and if you change the items too much then.. well you know what happens
This. This. This. This. This.