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Balance Beta in Review
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Topic: Balance Beta in Review (Read 6587 times)
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Ununoctium
EIR Veteran
Posts: 1256
Balance Beta in Review
«
on:
August 08, 2009, 07:30:19 am »
Currently we are in a huge Balancing stage.
However that means for the players:
Abuse OP, Abuse OP, Find new OP, find new OP, repeat
And for the devs:
Fix OP, Dodge whining, Find bug, Fix bug, dodge whining, Buff something, repeat.
As you can see the Devs work 2x as hard as the players abuse. and they are outnumberd 10:1
So in an effort to save the trouble for the devs and to recruit some of the more bored players; Lets start a balance team. 4 players who go into 2v2 testing everything out. Finding the OP, determining its OP level, and proposing what aspect is causing the issue.
It will require 3 things:
1. desire for a better EiR
2. wiping accounts every 3 games to move on to the next unit to test
3. Using a mic on ventrillo (this weeds out quite a few troublemakers, you don't need a mic if we know who you are)
It would be nice if the Devs Backed this by starting all accounts with 15pp so we can avoid those stupid games to test doctrine units and offmaps.
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Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything. Its really really frustrating.
Your tiger is a whore
Nevyen
Honoured Member
Posts: 2365
Re: Balance Beta in Review
«
Reply #1 on:
August 08, 2009, 07:40:25 am »
Mate i like the idea and will take it to the team and see what they say.
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Two
EIR Veteran
Posts: 2079
Re: Balance Beta in Review
«
Reply #2 on:
August 08, 2009, 08:31:15 am »
How will playing 3 games prove something is OP?
And whats OP at mid lvl skill isnt OP at high lvl. And whats OP at high lvl can be UP at mid lvl. And low lvl lots of people find everything OP when infact is just UP.
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Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
Julian1712
EIR Regular
Posts: 1
Re: Balance Beta in Review
«
Reply #3 on:
August 08, 2009, 08:32:02 am »
i thought we have a balance team?! oO'
(scyn, brn4me,..)
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Malevolence
Donator
Posts: 1871
Re: Balance Beta in Review
«
Reply #4 on:
August 08, 2009, 08:32:47 am »
Quote from: Nevyen on August 08, 2009, 07:40:25 am
Mate i like the idea and will take it to the team and see what they say.
And claim it as your own. I see your dastardly plan.
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Akranadas' Greatest Hits, Volume 1:
Quote from: Akranadas
Vet has nothing to do with unit preformance.
Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
Ununoctium
EIR Veteran
Posts: 1256
Re: Balance Beta in Review
«
Reply #5 on:
August 08, 2009, 08:49:58 am »
Quote from: Two on August 08, 2009, 08:31:15 am
How will playing 3 games prove something is OP?
And whats OP at mid lvl skill isnt OP at high lvl. And whats OP at high lvl can be UP at mid lvl. And low lvl lots of people find everything OP when infact is just UP.
OP is 50% player 50% unit.
When I say OP in terms of testing I mena things not behaving properly.
For instance german steel is OP in that the 15% modifier can ignore other things and will always bounce 15% chance no matter what. even rear armour AP rounds hits. The ability isn't OP, the bug is.
the 3 games is so we can get pp to test arty damage, doctrine units, and test vet modifiers.
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Tymathee
Donator
Posts: 9741
Re: Balance Beta in Review
«
Reply #6 on:
August 08, 2009, 08:53:32 am »
yea. It would be nice to have the PP so you can get SP or Doc units so you can test a game instead of having to be forced to play a game or two in order to get enough to use and test what you originally opened the account for.
I say for the duration, make all vehicles 0 PP with no insupply so 0/1 0/0 so you can get one free of PP but it'll cost you a shit load to get a 2nd.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Ununoctium
EIR Veteran
Posts: 1256
Re: Balance Beta in Review
«
Reply #7 on:
August 08, 2009, 08:58:16 am »
Quote from: Tymathee on August 08, 2009, 08:53:32 am
yea. It would be nice to have the PP so you can get SP or Doc units so you can test a game instead of having to be forced to play a game or two in order to get enough to use and test what you originally opened the account for.
I say for the duration, make all vehicles 0 PP with no insupply so 0/1 0/0 so you can get one free of PP but it'll cost you a shit load to get a 2nd.
nononon no changing the sql thats bad idea there
just start account with 30 pp and people can get sp and etc.
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BradAnderson
EIR Veteran
Posts: 1233
Re: Balance Beta in Review
«
Reply #8 on:
August 08, 2009, 09:16:48 am »
Balance teams suck, people will always have conflicting opinions.
Logged
Ununoctium
EIR Veteran
Posts: 1256
Re: Balance Beta in Review
«
Reply #9 on:
August 08, 2009, 09:24:23 am »
Quote from: BradAnderson on August 08, 2009, 09:16:48 am
Balance teams suck, people will always have conflicting opinions.
damnit this isnt an opinion. units have prices and units have effectiveness. and units should do what abilities theyre supposed to
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BradAnderson
EIR Veteran
Posts: 1233
Re: Balance Beta in Review
«
Reply #10 on:
August 08, 2009, 09:59:47 am »
Even if they had a balance team, it would be the same people that are already on the Dev team, and for sure neither you or me would be on it!
Logged
Ununoctium
EIR Veteran
Posts: 1256
Re: Balance Beta in Review
«
Reply #11 on:
August 08, 2009, 10:11:12 am »
Quote from: BradAnderson on August 08, 2009, 09:59:47 am
Even if they had a balance team, it would be the same people that are already on the Dev team, and for sure neither you or me would be on it!
This isnt their balance team.
Brad, you play to win outside the game In the game you just blob. So you could never contribute to balance anyways.
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BradAnderson
EIR Veteran
Posts: 1233
Re: Balance Beta in Review
«
Reply #12 on:
August 08, 2009, 10:13:50 am »
Quote from: Ununoctium on August 08, 2009, 10:11:12 am
Quote from: BradAnderson on August 08, 2009, 09:59:47 am
Even if they had a balance team, it would be the same people that are already on the Dev team, and for sure neither you or me would be on it!
This isnt their balance team.
Brad, you play to win outside the game In the game you just blob. So you could never contribute to balance anyways.
Tactical blobbing, and name a way too play airbourne when i get fucking owned at every turn without blobbing?
Logged
Ununoctium
EIR Veteran
Posts: 1256
Re: Balance Beta in Review
«
Reply #13 on:
August 08, 2009, 10:18:31 am »
Quote from: BradAnderson on August 08, 2009, 10:13:50 am
Quote from: Ununoctium on August 08, 2009, 10:11:12 am
Quote from: BradAnderson on August 08, 2009, 09:59:47 am
Even if they had a balance team, it would be the same people that are already on the Dev team, and for sure neither you or me would be on it!
This isnt their balance team.
Brad, you play to win outside the game In the game you just blob. So you could never contribute to balance anyways.
Tactical blobbing, and name a way too play airbourne when i get fucking owned at every turn without blobbing?
Well think of a way that you could prevent the blob from being so powerful and the fragments from being so weak.
Thats balance.
Example:they all have elite inf Armour and are epic AT and AI at the same time and can all fireup.
Solution: remove elite armour from AB riflemen. AI capability reduced blob is now not anti inf as powerful. and now needs support from non AB units.
I'd say the problem is the RR's range but you cant nerf than its a doc ability.
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Jazlizard
EIR Veteran
Posts: 691
Re: Balance Beta in Review
«
Reply #14 on:
August 08, 2009, 10:26:42 am »
Quote from: BradAnderson on August 08, 2009, 09:16:48 am
Balance teams suck, people will always have conflicting opinions.
Of course they have conflicting opinions, that doesn't mean you can't still come up with a general consensus or at least a majority or compromise. You have to have people that are open minded, as well as willing to work as a team for the betterment of the game as a whole. They should also have a good amount of skill and an understanding of how to make good companies and what counters there are to certain units, as well as how those units compare to units within the same faction and what role the unit plays overall.
You also need a helluvalota patience to try things out, sometimes over and over to get it right, as well as working with the actual programmers time schedules to be able to test changes the team recommends.
Lastly you need to have the free time to do it, and give your time not only to balance, but to the community by responding to threads and taking input from the community. That doesn't mean you always have to agree with everyone, not at all, but it does likely mean you have to be patient, thick skinned, and be willing to sacrifice your time playing to actually do some 'work' for the mod.
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Quote from: Phil
The MOD is over. The war is over. We're too lazy to restart it. You can all go fuck pickles mom, I hear she's easy.
CrazyWR
EIR Veteran
Posts: 3616
Re: Balance Beta in Review
«
Reply #15 on:
August 08, 2009, 12:40:47 pm »
Quote from: Ununoctium on August 08, 2009, 10:18:31 am
Quote from: BradAnderson on August 08, 2009, 10:13:50 am
Quote from: Ununoctium on August 08, 2009, 10:11:12 am
Quote from: BradAnderson on August 08, 2009, 09:59:47 am
Even if they had a balance team, it would be the same people that are already on the Dev team, and for sure neither you or me would be on it!
This isnt their balance team.
Brad, you play to win outside the game In the game you just blob. So you could never contribute to balance anyways.
Tactical blobbing, and name a way too play airbourne when i get fucking owned at every turn without blobbing?
Well think of a way that you could prevent the blob from being so powerful and the fragments from being so weak.
Thats balance.
Example:they all have elite inf Armour and are epic AT and AI at the same time and can all fireup.
Solution: remove elite armour from AB riflemen. AI capability reduced blob is now not anti inf as powerful. and now needs support from non AB units.
I'd say the problem is the RR's range but you cant nerf than its a doc ability.
There is no way you can possibly consider paras elite AI...
«
Last Edit: August 08, 2009, 12:46:40 pm by CrazyWR
»
Logged
Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
Ununoctium
EIR Veteran
Posts: 1256
Re: Balance Beta in Review
«
Reply #16 on:
August 08, 2009, 12:49:51 pm »
sure in a blob there are 4x4 garands and 2x2 bars
16 garands and 4 bars and they have elite armour.
thats 2 bar riflesquads and 1 vanilla worth of damage + the 4 RRs will kill 1 inf per volley+ the blob has huge health and can lose a ton of men without losing any AT capability.
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CrazyWR
EIR Veteran
Posts: 3616
Re: Balance Beta in Review
«
Reply #17 on:
August 08, 2009, 12:52:36 pm »
You can't use the effective of multiple different infantry units while working together to balance strengths and weaknesses to balance the effectiveness of one unit in the group...
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Ununoctium
EIR Veteran
Posts: 1256
Re: Balance Beta in Review
«
Reply #18 on:
August 08, 2009, 01:03:38 pm »
Quote from: CrazyWR on August 08, 2009, 12:52:36 pm
You can't use the effective of multiple different infantry units while working together to balance strengths and weaknesses to balance the effectiveness of one unit in the group...
no but i can use it to explain to people in terms of a different unit.
You can compare shreck to RR just like rifle to airbourne.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Balance Beta in Review
«
Reply #19 on:
August 08, 2009, 01:08:26 pm »
Wrong...
Airborne carry carbines, not sure about airborne riflemen.
Carbines = the most useless piece of shit ever to be seen in the history of CoH.
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