Balance (Devs)

RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
edited December 2010 in NS2 General Discussion
<div class="IPBDescription">Rockdown - Asymetric Level</div>Just sort of had a thought.

Considering you guys seem to be balancing this game a little more now based upon community feedback - why is this happening on such a 'pro alien'/asymmetric map?

Surely making a basic level that is symmetrical will make it easier to identify balance between the teams - rather than introducing the biases of an unbalanced space...


Also:

# Marines find it difficult to move out of their base because the sentry is useless and you still need to run back a lot - where as *whips* can kill marines easily.

# There is no effective way of taking down structures - this is effecting weapons balance (I am sure you know this, and will change) for marines - ARC needed asap.

Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It's an alpha/beta map and may not be an official level, from what I know.
  • googleeyesgoogleeyes Join Date: 2010-11-19 Member: 75018Members
    Yeah the map is not an actual full game map. NS maps are not that small. If you play tram that is more what the maps will be like... much larger scale to slow the pace down.
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    <!--quoteo(post=1813318:date=Dec 4 2010, 10:07 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Dec 4 2010, 10:07 AM) <a href="index.php?act=findpost&pid=1813318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--># Marines find it difficult to move out of their base because the sentry is useless and you still need to run back a lot - where as crags can kill marines easily.<!--QuoteEnd--></div><!--QuoteEEnd-->


    What game are you playing? Crags are defensive structures - I think you mean whips - that is unless babblers are working now
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited December 2010
    Slip of the tongue... Whips I mean.
  • Dickbeard the PirateDickbeard the Pirate Join Date: 2010-07-27 Member: 73082Awaiting Authorization
    Rocktown and Junction are a lot less laggy then Tram. Not to mention the gaping lerk exploit I pointed out in that video I made.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Symmetrical maps will not automatically balance the game when the two teams are asymmetrical. Just as one example, sentries want to be far back from corners while whips want to be around corners.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Eh? So a map with 3 hives next to alien spawn - and then a 100m corridor to marine spawn is not unbalanced.

    The point is if you are trying to balance a game (upgrade times/tiers/damage/etc) you really want to be doing it in as equal and unbiased atmosphere as possible...
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    edited December 2010
    <!--quoteo(post=1813348:date=Dec 4 2010, 12:09 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Dec 4 2010, 12:09 PM) <a href="index.php?act=findpost&pid=1813348"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Symmetrical maps will not automatically balance the game when the two teams are asymmetrical. Just as one example, sentries want to be far back from corners while whips want to be around corners.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What you're trying to say is that a symmetrical map could just be two alien favored maps sandwiched together. Which is true!

    We should just get a balanced map and then make it symmetrical to make it larger. One point for rotational map symmetry is easy memorization. NS1 maps were very tough to memorize since everything was unique. Just memorizing one bit and then multiplying it is great.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited December 2010
    <!--quoteo(post=1813353:date=Dec 4 2010, 05:23 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Dec 4 2010, 05:23 PM) <a href="index.php?act=findpost&pid=1813353"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Eh? So a map with 3 hives next to alien spawn - and then a 100m corridor to marine spawn is not unbalanced.

    The point is if you are trying to balance a game (upgrade times/tiers/damage/etc) you really want to be doing it in as equal and unbiased atmosphere as possible...<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's certainly much easier to design levels if symmetry=balanced.

    Generally designing an unbalanced level for unbalanced teams to produce balance is something you need a lot of scripting for, you do it for singleplayer but I would hate to have to do it for multiplayer.

    Stuff like making sure you don't include really open areas or really long corridors is fine, but having to make the layout asymmetrical is kind of hard, because usually the first thing I do when building a layout is run through it with a stopwatch to time how long it takes each side to get places.
  • RUben1RUben1 Join Date: 2010-11-24 Member: 75246Members
    edited December 2010
    The most common unbalance is that when the alliens spawn, they go quickly to the marine spawn and kill the one only marine that is there. And the game ends within a minute. I suppose an IP should be built already by default in order to get all marines spawning at the first second. Or some one-way blocking invisible wall at the spawns for the first minute.

    I also agree on the point that its very hard for the marines to take out structures.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1813380:date=Dec 4 2010, 07:00 PM:name=RUben1)--><div class='quotetop'>QUOTE (RUben1 @ Dec 4 2010, 07:00 PM) <a href="index.php?act=findpost&pid=1813380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The most common unbalance is that when the alliens spawn, they go quickly to the marine spawn and kill the one only marine that is there. And the game ends within a minute. I suppose an IP should be built already by default in order to get all marines spawning at the first second. Or some one-way blocking invisible wall at the spawns for the first minute.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Or a ready timer. Most games that require teams do have a ready mode like that until enough people have joined where you just run around shooting each other and then the game restarts with proper teams.

    A combat style deathmatch mode with no hives or buildings and random spawns across the map until you have at least 3v3 would be a good addition I think.
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    I've already mentioned this in another post, but I made rockdown purely as a quick and dirty test map. Seeing as tram was having performance issues, we decided convert rockdown into a small ns2 map for people to get some game time on until tram was brought up to par. Olmy is more in the know about it as it's his map. There are several other official maps in production at the moment, so it won't be long before there is more choice and actual balance.

    As for symmetrical maps, they don't fit with the style of NS. They are just sections copy pasted over and I'm pretty sure Cory would have something to say about that.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1813383:date=Dec 4 2010, 07:12 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Dec 4 2010, 07:12 PM) <a href="index.php?act=findpost&pid=1813383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As for symmetrical maps, they don't fit with the style of NS. They are just sections copy pasted over and I'm pretty sure Cory would have something to say about that.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Symmetrical maps don't have to be similar looking though, just a seemingly symmetry is good enough. Walking distances and stuffs :P
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited December 2010
    I agree... no one should be playing symmetrical maps in the final release! This is not the point.

    But as the teams are so divided and hard to balance as is, perhaps a rough (easy to run/high fps) map with a few tech points/res nodes would be a good idea for the beta testers? Even if it is fairly basic/bare.

    Especially if you want to understand more precisely the speed of upgrades of the teams in relation to one another.

    Currently on Rockdown there are hives that are closer and more accessible to aliens. Feedback on the forums since has been 'it is now more alien biased'. This is definitely a factor effecting things, as people are rarely playing tram (from what I can see).

    But why on earth (as a developer) would you want to deal with team balance, when you have a multiplier such as distance or accessibility to tech/res nodes.

    Of course there are thousands of situations that could occur, levels of skill, etc.. but this would at least remove an obstacle when trying to obtain a reasonable balance - and feedback.

    I mean, this is an RTS game. It is more maths and strategy than your standard FPS.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1813383:date=Dec 4 2010, 07:12 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Dec 4 2010, 07:12 PM) <a href="index.php?act=findpost&pid=1813383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've already mentioned this in another post, but I made rockdown purely as a quick and dirty test map. Seeing as tram was having performance issues, we decided convert rockdown into a small ns2 map for people to get some game time on until tram was brought up to par. Olmy is more in the know about it as it's his map. There are several other official maps in production at the moment, so it won't be long before there is more choice and actual balance.

    As for symmetrical maps, they don't fit with the style of NS. They are just sections copy pasted over and I'm pretty sure Cory would have something to say about that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You don't have to make them actually symmetrical, you just make them functionally symmetrical, so that each side has the same access to expansions, resources, and strategically valuable positions. On a smaller basis you can make it so that each side has a similar number and distribution of strong ponts and cover and whatnot, although admittedly that is harder with the aliens and marines having very different ideas of cover and strong points.

    What matters is the distances and times and that each side has strong places to balance out the opponent's strong places. Distances and times don't require actual mirror symmetry.

    But if aliens are faster than marines to expand then you have to branch out alien territory to stop them grabbing it all at once, or you have to make aliens weaker so that their expansions are not very strong, one would require a mapping solution which would be hard to do and the other would require a stat balancing solution which would probably suck.

    I find it hard to imagine that asymmetrical maps and teams could possibly be balanced, asymmetrical teams maybe, but it's really hard to make a map that gives no advantage to each side if you can't simply make it functionally symmetrical.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    zzzzzzzzzzzzzzzzzzzz

    Wait, balance when we're missing vital anti-structure units has structures being OP? MADNESS
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    <!--quoteo(post=1813417:date=Dec 4 2010, 09:02 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Dec 4 2010, 09:02 PM) <a href="index.php?act=findpost&pid=1813417"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->zzzzzzzzzzzzzzzzzzzz

    Wait, balance when we're missing vital anti-structure units has structures being OP? MADNESS<!--QuoteEnd--></div><!--QuoteEEnd-->

    Apart from the fact that the devs are now actively balancing things, even without all of it in game.

    As they mentioned in one of they last release posts, they realise that people are seeing it as a 'released game'.

    Just a suggestion, I know they do what they think is best anyway.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited December 2010
    <!--quoteo(post=1813383:date=Dec 4 2010, 07:12 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Dec 4 2010, 07:12 PM) <a href="index.php?act=findpost&pid=1813383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are several other official maps in production at the moment, so it won't be long before there is more choice and actual balance.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Anyone know where I can read/look at these in production maps?

    Ignore the post above me it's a spambot
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    None of the official maps other than Tram have been opened up for the public to see yet. You'll have to wait a little while longer to get a look at them.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=1813386:date=Dec 4 2010, 02:21 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 4 2010, 02:21 PM) <a href="index.php?act=findpost&pid=1813386"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Symmetrical maps don't have to be similar looking though, just a seemingly symmetry is good enough. Walking distances and stuffs :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    What's the point of identical walking distances when the teams don't even move at the same speed? Not to mention their spawns could be at any of the tech points on the map and not just opposite ends. Asymmetrical maps has worked great for NS so far.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2010
    Ah, but this isn't NS, besides the asymmetrical maps of NS1 are only seemingly asymmetrical. I short they consists of 3 seperate maps into one, with indeed walking distances in mind from MS to all the hives.


    And obviously they don't move at the exact same speed, but they don't differ all that much, especially in NS2 with sprint. A mini leaping skulk is not all that much faster then a sprinting marine, given that he can instantly attack and the marine has a small delay when he stops sprinting does give Skulky an edge though... Along with the fact it can take shortcuts trough vents, but that is part of his ambushing style of gameplay...

    And L2 leaping Skulks, blinking fades and probably Lerks will be countered by jetpacks in the near future (I hope). So all in all they aren't all that dissimilar in terms of raw speed. The Fade is perhaps the only exception to this, because of it's instant blink ability...

    Onos and Gorge are the slowpokes, and the Exoskeleton will probably join their ranks in terms of speed.


    The biggest problem right now is that the marines have to stay in base to build some stuff first because the teams can't be that big due to performance probs. And the lovely spawn BUG doesn't help. While the aliens can basically run and gun right from the start. But even that will most likely change, probably making locking down west and east hives on Rockdown a thing of the past when marines are able to move out sooner (with bigger teams even more so)

    On another note... If you really look at Rockdown, it looks asymmetrical if you glance at it. But east and west techpoints are about the same distance away from marinestart. The aliens have an edge due to the techpoint near them and the fact that the techpoints are a little bit closer to their hive, but other then that it is symmetrical...
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Hmm, have you seen all the vents on Rockdown?

    You can literally move between south hive and west in two seconds.. If you go Lerk, you can fire at marines coming into south (down the ramp from vent) or hit those in the back going into west (looking down to the doorway from vent, going into west tech point from marine spawn direction).

    Lerk on Rockdown is awesome, and once you learn all the vent locations... walk in the park.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    There seems to be an entire stand alone map in those ceilings :P
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    <!--quoteo(post=1813638:date=Dec 5 2010, 10:35 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 5 2010, 10:35 AM) <a href="index.php?act=findpost&pid=1813638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There seems to be an entire stand alone map in those ceilings :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    I really love all the nooks and crannies in Rockdown, especially all those protection-nets up in the ceiling where you can leap up, fly up or Blink through. Spent probably over two hours just having fun learning how to Leap and find those places in a hurry ^^ Really beginning to like the stand-still Leap now once you actually know how it supposed to be used; as a way to quickly reach a ventilation, disappear somewhere in the ceiling or quickly engage an enemy.

    Unfortunately Tram has a lot less of those hiding-places but I guess the size of the level makes up for that.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    With this low level leap it is actually possible to leap like a fully grown Skulk btw :P

    Jump/Leap combo and you're leaping like a NS1 Skulk
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    About aliens rushing, that will surely be fixed once DI is introduced since then they will have a limit just like the powergrid.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    <!--quoteo(post=1813649:date=Dec 5 2010, 11:24 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Dec 5 2010, 11:24 AM) <a href="index.php?act=findpost&pid=1813649"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->About aliens rushing, that will surely be fixed once DI is introduced since then they will have a limit just like the powergrid.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Huh, that's true... how long can they even balance the game before DI comes in to play? NS2 is all about territory so this is a key feature that really needs to be put in quite early in the development if it is actually required to have DI to be able to build structures.

    Aw... damnit now I got excited about DI again -_-
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