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Author Topic: Weapons Cache needs to go.  (Read 37337 times)
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RikiRude Offline
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« Reply #120 on: December 27, 2011, 02:08:00 am »

weapon cache is just a more restrictive munition substitute. the same munition price this mod has for years and now the dev team is trying to slap a new cost on weapon when they can't got the munition price of the old one perfect to begin with.

the dev team are apparently afraid of actually touching any old spam favorite. stuff like assault or faust could have been fixed by some reworking of the ability but instead they want to keep the old one and decide to slap on a new cost on everything. just putting on a hard limit would have been faster(but no less awful)  

The amount of time put implementing this wc and then the time it will take to actually get the wc value "right" could have better spent better balancing the existing doctrines, units, and upgrade.

 It's like the doctrine rework last years. The dev team apparently thinks some drastic overhaul will fix thing but all it does is putting thing back to square one.


i feel it necessary for me to agree with this.
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brn4meplz Offline
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« Reply #121 on: December 27, 2011, 02:31:30 am »

I feel it necessary to point out that there can be several areas of Concurrent development within any project. We lack the manpower and skill set to devote 100% of the mod team to War Map creation, or Coding, or any number of things. Saying Time could be better spent elsewhere is like claiming that 100 Men running a Marathon should be faster then 1 Man running the same distance.

We're always looking for assistance on the Mod. Some people get taken on board and help out immensely. Other people get taken in and then a personality/work/personal conflict arises and we have to part. People have lives to live and some people just have better attitudes or mesh better with others.
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Firesparks Offline
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« Reply #122 on: December 27, 2011, 02:52:27 am »

the SDT decide on everything, doesn't they? which mean all the stuff get bottlenecked because they have to decide on all the unit stats, sql cost, doctrine, and now the wc.

this first wc value is from groundfire writing up everything himself, modeled on his own company. naturally this work out less than perfect so you will want to get everyone involved for the revised value, which mean it will take up everyone's time and energy since basically everything in the game.
« Last Edit: December 27, 2011, 03:05:37 am by Firesparks » Logged


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tank130 Offline
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« Reply #123 on: December 27, 2011, 11:10:28 am »

the SDT decide on everything, doesn't they? which mean all the stuff get bottlenecked because they have to decide on all the unit stats, sql cost, doctrine, and now the wc.

this first wc value is from groundfire writing up everything himself, modeled on his own company. naturally this work out less than perfect so you will want to get everyone involved for the revised value, which mean it will take up everyone's time and energy since basically everything in the game.

As Brn already stated, multiple people work on multiple items. All  Dev members are also involved in all projects that they are qualified or have the skills to participate in.

Perhaps you were not able to give input on more than one thing a day, but the rest of this team sure is. One guy did all the leg work ( implement and do all the SQL input) on the WC, but the entire team had input in it's creation.

There is no bottle neck on this team other than patch day. When it comes to releasing a patch, we have to rely on EiRRmod to actually upload it. All other development runs smoothly because we work as a team.

In the past we had people who refused to work as a team. Those people are gone and we have a well working environment. We still make mistakes, but we don't have people with selfish, destructive,  attitudes anymore.
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PonySlaystation Offline
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« Reply #124 on: December 27, 2011, 11:38:24 am »

No one has explained why there needs to be a cache cost for ALL upgrades and not just the problematic ones  Huh

You keep saying that you can fix the WC by changing the values, maybe the problem is that you decided to bind a cost to all upgrades for no logical reason whatsoever?? Seems obvious.
« Last Edit: December 27, 2011, 11:40:40 am by PonySlaystation » Logged

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tank130 Offline
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« Reply #125 on: December 27, 2011, 01:45:30 pm »

No one has explained why there needs to be a cache cost for ALL upgrades and not just the problematic ones  Huh

You keep saying that you can fix the WC by changing the values, maybe the problem is that you decided to bind a cost to all upgrades for no logical reason whatsoever?? Seems obvious.

It amazes me that anyone would comment on the WC with out reading this entire post first tbh. We realize it is a wall of text, but it just confirms a shit ton of thought went into creating this system before it was implemented. Unfortunately there was no physical way to test the numbers before implementing it. That had to be done in a game environment.

Hi guys, here is a writeup about the Weapons Cache, and the logic behind its implementation.

The problem as it exists before WC:



The current pool/resource system has been structured in such a way that you can specialize one aspect of your company to systematically eliminate an aspect of an opposing company, and then with the remaining resources you possess, you can hard counter the remains of that opposing company.

This is exactly why spamming is so powerful. The current lack of restrictions on company composition keeps "one trick ponies" from being created, when really that is all a company should be if you decide to specialize in such a powerful build.

This problem is twofold and is a fundamental problem with the way we are allowed to structure our companies that not only are we allowed to specialize then cover up the weaknesses in any particular build (Myst is great at this) but upgrade pricing has to be done in such a way to promote usage and viability of any upgrade you may choose and for some upgrades, the results of these systems are diametrically opposed to each other.

Once the price of an upgrade hits an "event horizon" it will cease to be used in any meaningful numbers, even if the pricing does eliminate the spam.

This is why every single asset in this game has 2 restrictive parameters (resource and pool). To create a balancing act between restrictions and viability. Before the weapons cache, we were trying to balance upgrades with only one restrictive mechanic, the munitions pool, which wont work because with some price adjustments, you either destroy the consensus of viability for that upgrade, or you open a window for it's exploitation, a specialization that can be easily enough, covered by the rest of your company.

Exploitation and specialization cover-up only exists for a few upgrades however. Assault, Fausts, ASMwarfare, Goliaths, support spam, even things like BAR spam, or schreck spam can fall into these categories.

You cannot properly restrict spam, when 4/5 of the company creation has 2 regulations and 1/5 doesnt.



The hypothetical situation that we cant balance with 1 restrictive parameter:



The weapons cache being a hidden munitions tax is exactly what is intended to promote an environment of balanced upgrade usage.

Take the panzerfaust for example. The bugger is still a problem at 30 MU 2 uses. We want the thing to be 60MU but we cannot feasibly price the faust that high, it would never see the light of day again because the cost will no longer represent the effect it has as a secondary AT option.

By increasing the price of the faust to 60MU, you effectively control the spam of the upgrade, but it is too high to make as an individual AT investment, and if every upgrade does not appease the premise, the upgrade will not be bought.

Lets say that Schrecks were priced at 100MU a pop, that is a good price for an individual investment for an AT weapon. If you buy 6 schrecks, you spend the equivilant munitions as 10 panzerfausts at 60muni. Both numbers are largely the desired numbers that should be invested in either AT asset for a company, but no one will ever spend 600 munitions on fausts because that is unfeasible as a main AT asset for the price when you only get 10.

For 600 munitions, you should at least get 20 fausts, but 20 fausts correlates to 40 uses in game, which is broken.

On top of these 20 fausts, you have another 600 munitions to spend on ATGs, MGs, mortars, other upgrades, when 20 fausts is all you should ever need for AT

So we have a pickle here, we need to make players only take 10 fausts while only charging 30 munitions. It wont happen, we cant expect players to stop buying upgrades "just before" the amount they buy becomes an overpowered number. Something needs to take the place of that extra 30 munitions cost, while at the same time, limiting the rest of their company so they cannot cover up the weaknesses of their specialization.



Why the weapons cache is designed to address every upgrade and why people are pissed about it :



The players that we deem to be very good and are also so adamantly opposed to the weapon cache system are absolute masters at specializing their company in one direction and gearing the rest of their company to either counter or kill what is left of the enemy.

These players are the type that use all assault companies, faust spam, BAR spam, Schreck storm spam, Ostwind spam the list goes on and they find that their old companies are mostly invalid because they cannot exploit the fact that upgrades only had one restrictive value. (munitions)

These players also destroy balanced companies very easily and they all include the spam of upgrades no less. (if it's anything else, then that is the "cover-up portion of their army, or units with built-in weapons)

The WC theory is that if they specialize their company too much, they will lack the resources and pool to cover the gaps in their companies and if you make a balanced company, then you can use all of your resources and be within the pool limitations. Ultimately with the proper balancing of the cache numbers, balanced companies will have a chance vs. specialized companies because the specialized companies buy themselves into a weakness they cant cover up, ultimately leading to an even playing field. 

This is only effective when Every upgrade is included because if they are not included you will allow any player to "cover up" the deficient portions of their companies. The weapons cache pool ceases to be effective at this point.

An example of this:
Anyone can deal with 10 assault grenediers. You just bring out vehicles or tanks to counter.

10 assault grenade usages is not that expensive and when you also buy 10 schrecks to cover up the specialization, then spamming 10 assault grenades becomes an issue cause you feasibly have no counter.

With ideally priced Cache points, you should be able to comfortably buy one or the other, but not both. If you wanted both, then you would only kit out 5 Grenediers instead of 10.

If you were able to kit out 10, then you would have no munitions or pool to kit out vehicles or tanks, thus exposing a weakness to your specialization.



Why people are having trouble using all their munitions



A more correct correlation between the overlap of the WC pool and the munitions pool is the Vehicle/Tank pool and the Fuel pool.

On my infantry company, it is nearly impossible for me to spend all of my fuel. I may want to, and probably can had I less or more consoldiated MP costing units, but I still usually have that fuel left over because there are 2 restrictive values in place and because I am specializing infantry above all else.

With the Weapons cache in place, poeple are finding the same phenomenon in their Munitions pool, that they cant possibly spend it all in the combination that they would like.

Well just like the fuel pool, if you wanted to spend it all you could, you just need to move some things around and work within the frame work. If you cant spend all your munitions then you are going outside the parameters of what is considered "acceptable amount of upgrade usage" or your are just too specailized.





Conclusion:


There are many players that agree that running a balanced company of any kind in EIRR gets punished.

The weapon cache does not seek to make everyone run a balanced company, but to make those that do specialize their companies (we established that specialized companies destroy balanced companies more often than not) buy themselves into an exploitable weakness.

With proper cache prices, balanced companies should not be effected, that is the goal.

By making the WC only address a handful of abilities which only a handful of players will be subject to, you do not address the overall problem of specialized company dominance within this mod.

We want to make every upgrade viable and balanced, but not all upgrades are created equal. In an environment where they are not, just like the asymetrical balance of all the army units, they must all be restricted by the same parameters to be properly restricted at all within the scope of a company's power.


It is no coincidence that all the bullshit builds in EIRR contain something that is now restricted by the weapons cache. It is a design flaw by not addressing everything you can possibly buy with the pool system, I hope you can understand that.

I know with proper cache points, we can really make EIRR an environment where balanced companies thrive and where specialized companies are still fun but not as dominant.


It's simply a matter of having your cake and eating it too.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #126 on: December 27, 2011, 02:23:23 pm »

The problem with all that bullshit is, that its bullshit. You can argue but everyone knows that thats the fact.

If you wanted to fix the game you could do it easily in a 2 step way.

1. Turn off all doctrines for 1-2 months (leaving reward units/doctrinal units in). Balance units AND abilities without any doctrine buffs to make it confusing.

2. Turn back on doctrines and possibly balance (but as the units would be balanced to the game in a vanilla setting this shouldn't be necessary as they should work as intended.)

I guarantee you that the community would be very receptive of this as it speaks of logic and reason. 90% of us would be helpful, and things like 'spam' would become apparent from the beginning.
« Last Edit: December 27, 2011, 02:25:14 pm by Spartan_Marine88 » Logged

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Demon767 Offline
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« Reply #127 on: December 27, 2011, 02:32:40 pm »

If i can remember correctly, when the eirrteam decided to wipe doctrines, it was the lowest point of player influx eirr ever experienced.
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RikiRude Offline
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« Reply #128 on: December 27, 2011, 02:40:56 pm »

plus it would take quite some time to balance things, it would really hurt, its not that simple sadly.
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Spartan_Marine88 Offline
EIR Veteran
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« Reply #129 on: December 27, 2011, 02:51:24 pm »

If i can remember correctly, when the eirrteam decided to wipe doctrines, it was the lowest point of player influx eirr ever experienced.

I did not say wipe doctrines.

I said turn them off for balance to be done properly which has never been done. Christ, if it had been done properly in the first place it wouldn't be necessary. And if people just buckled in and got it done it wouldn't take that long as we all pretty much know what needs to have happen anyways.
« Last Edit: December 27, 2011, 02:53:29 pm by Spartan_Marine88 » Logged
tank130 Offline
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« Reply #130 on: December 27, 2011, 03:03:29 pm »

I did not say wipe doctrines.

I said turn them off for balance to be done properly which has never been done. Christ, if it had been done properly in the first place it wouldn't be necessary. And if people just buckled in and got it done it wouldn't take that long as we all pretty much know what needs to have happen anyways.

I think you are forgetting the days before doctrines were even created. The game was considered unbalanced then as well.

I also disagree with your thoughts on "buckling down". A massive amount of work has been done, and continues to be done on this mod. It gets harder and harder to continue to do it when people go out of their way to tell us how shitty we do it, but then try to cover that with "we say it because we care"

It's a little like your dad saying "I punched your face in because I luv you"

The other issue is, no matter what we do, not everyone is happy with it. The people that are the least happy make the most noise, making it look like a majority.
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Spartan_Marine88 Offline
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« Reply #131 on: December 27, 2011, 03:13:44 pm »

The other issue is, no matter what we do, not everyone is happy with it. The people that are the least happy make the most noise, making it look like a majority.


This is the one i agree with the most.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #132 on: December 27, 2011, 04:54:44 pm »

It amazes me that anyone would comment on the WC with out reading this entire post first tbh. We realize it is a wall of text, but it just confirms a shit ton of thought went into creating this system before it was implemented. Unfortunately there was no physical way to test the numbers before implementing it. That had to be done in a game environment.

Nono, tank, maybe you should read my post before commenting on it and deciding to quote entire EIRRMODs post which I have ofc read.

That doesn't change the fact that there is no logical reason for why the WC should include every upgrade. EIRRMOD did  title the post "why it needs to include every upgrade" but there is NOTHING there to answer the question. It's a big loophole in the WC idea and you have yet to explain it.

Changing that part in the design would proabably fix 99% of problems and actually make WC a viable idea.
« Last Edit: December 27, 2011, 04:57:06 pm by PonySlaystation » Logged
Heartmann Offline
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« Reply #133 on: December 27, 2011, 04:56:14 pm »

WC should stay
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Computer991 Offline
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« Reply #134 on: December 27, 2011, 04:58:54 pm »

WC should stay

you should go.
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Demon767 Offline
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« Reply #135 on: December 27, 2011, 05:01:07 pm »

I did not say wipe doctrines.

I said turn them off for balance to be done properly which has never been done. Christ, if it had been done properly in the first place it wouldn't be necessary. And if people just buckled in and got it done it wouldn't take that long as we all pretty much know what needs to have happen anyways.

Hey Cockhead, learn to fucking read

Wtf is with this reply, i gave a fucking EXAMPLE where the EIRRTEAM wiped the doctrines, which was was a horrible idea resulting in the lowest player pop.

your fucking key word "turn off" will result in the EXACTLY the same fucking situation that has been done before. you were given eyes to read, fucking use them
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Tymathee Offline
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« Reply #136 on: December 27, 2011, 05:19:18 pm »

such anger, such rage <3
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tank130 Offline
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« Reply #137 on: December 27, 2011, 05:48:19 pm »

Nono, tank, maybe you should read my post before commenting on it and deciding to quote entire EIRRMODs post which I have ofc read.

That doesn't change the fact that there is no logical reason for why the WC should include every upgrade. EIRRMOD did  title the post "why it needs to include every upgrade" but there is NOTHING there to answer the question. It's a big loophole in the WC idea and you have yet to explain it.

Changing that part in the design would proabably fix 99% of problems and actually make WC a viable idea.

I quoted it because it really can't be written any better than that tbh.

Quote
An example of this:
Anyone can deal with 10 assault grenediers. You just bring out vehicles or tanks to counter.

10 assault grenade usages is not that expensive and when you also buy 10 schrecks to cover up the specialization, then spamming 10 assault grenades becomes an issue cause you feasibly have no counter.

With ideally priced Cache points, you should be able to comfortably buy one or the other, but not both. If you wanted both, then you would only kit out 5 Grenediers instead of 10.

If you were able to kit out 10, then you would have no munitions or pool to kit out vehicles or tanks, thus exposing a weakness to your specialization.

By adding a cache to everything, it ensures you can not make up for your specialization using other units or upgrades.
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AmPM Offline
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« Reply #138 on: December 27, 2011, 06:20:49 pm »

By adding a cache to everything, it ensures you can not make up for your specialization using other units or upgrades.


But neither can you make a general company that uses multiple types of upgrades either.
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Contaminator Offline
EIR Veteran
Posts: 161



« Reply #139 on: December 27, 2011, 07:03:50 pm »

I think people are just having trouble accepting that they will no longer be able to have soooooo many units that just wtfpwn lolderp enemy units! People are so used to having these units that they are confused and ultimate raging at the fact that they wont have them anymore. What I see WC doing is allowing some of the vanilla units to get upgrades and become more specialized, versatile or multipurpose (whatever u wanna call it) while there will be more vanilla units that will be the standard combat guys and when a troublesome situation arises bring in the upgraded units.

Going to say it: I appreciate all that the dev team does and I am willing to sit around and see how numbers are adjusted. Im willing to give WC a chance.
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