Balancing...

ToschyToschy Join Date: 2003-08-22 Member: 20073Members
<div class="IPBDescription">... impossible</div> I don't understand why Combat and normal NS are using the same attributes for players, weapons and so on. This is a big problem for balancing.

it is impossible finding a balance for CO and NS mode.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

Comments

  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    I got the impression that they were radically different. Even if it was the same game the small maps sizes would make a difference.
  • ToschyToschy Join Date: 2003-08-22 Member: 20073Members
    <!--QuoteBegin--kolokol+Jan 7 2004, 12:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kolokol @ Jan 7 2004, 12:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I got the impression that they were radically different. Even if it was the same game the small maps sizes would make a difference. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i heard that they got equal attributes... i never played 3.0 so i cant tell about what i saw just what i heard....
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    The idea is to keep as many factors as similar to classic NS in order for new players to get a grasp on in-game combat and teamwork for classic.

    It needs to stay just a little different to keep it from getting too boring too fast.

    It might be other things but that was the reason given for removing the HP/AP and speed boost per level you recieved for leveling up.

    - RD
  • DEADspartanDEADspartan Join Date: 2003-06-30 Member: 17821Members
    edited January 2004
    NS balance cant be achieved because there are an infinite amount of variables, such as the amount of skills that each of the players have, the number of players, how many people leave during the game, and how many enter the game while its in play placement of structures throughout the map and such. So you see its impossible. So quit b****ing about balance issues, because Flayra is working on it all the time.

    no offense intended
  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
    <!--QuoteBegin--{DEAD}spartan+Jan 7 2004, 10:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ({DEAD}spartan @ Jan 7 2004, 10:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> NS balance cant be achieved because there are an infinite amount of variables, such as the amount of skills that each of the players have, the number of players, how many people leave during the game, and how many enter the game while its in play placement of structures throughout the map and such. So you see its impossible. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Seconded.

    Even after YEARS of testing/debuggin/changing...you can not have a perfectly balanced game (any game, ever). Goes along the same lines as: You can't please everybody.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    Sure you never can have a perfectly balanced game with different teams and nonsymetrical maps but you can test it till you get pretty close to it. If one team wins 51,37% of the games no one will notice or **** but if the win ratio of a team is 90% then we have a problem *cough* NS 2.0 *cough*. I just hope they succeed in coming close to a 50% for each team then im happy.
  • Zulu55Zulu55 Join Date: 2004-01-02 Member: 24975Members
    The game CAN be perfected to be totally balanced. I think it's pretty close right now to that. However, it is the players who make the game unbalanced.
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    I think what he meant was, if they change an onos' health ns Classic, it also changes in combat (and everything else, damage, health, armour etc...).

    The trouble with this is, Combat Onos' are very good, whereas ns Classic Onos' get torn up very fast. This is because a Combat onos can get cara, regen, celerity, adren etc... whereas the Classic onos is stuck with only one upgrade per chamber.

    Recently the onos health was given a nerf to try and balance out combat (onos were, in fact, owning). The trouble with this is that it also nerfed the Classic onos, and that was too weak to begin with. So now we have a relatively balanced Combat Onos, and an onos that gets pwnt in classic.

    I think that's what he meant, if you try and balance one game mode, you unbalance the other.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    I don't understand why there can't be two different health levels in the two different modes. If you boost the classic onos to a level similar to a carapace and regen combat onos wouldn't that make it easier to balance to two.

    The two onii would play the same, just be slightly different due to the type of game.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Sorry to say so, folks, but wrong forum. There's designated places for balance discussions, this is none of them.

    <span style='color:red'>***Locked.***</span>
This discussion has been closed.