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Thread: How would you see it balanced?

  1. #21
    Quote Originally Posted by Ocene View Post
    I think PVM should not be touched
    All players will agree with that I guess but NPCs won't be happy!

    Seriously, PvE has to be changed. A lot. It can't be right when some professions are not welcome to join or spot fillers at best. When some professions are mandatory to get a raid/instance/whatever running. When the only difficulty is trying to stay awake while reducing the huge HP bar of mobs. And so on.

    Well if FC want PvE to be fun again. And I doubt everyone's fine with PvE being just there to farm gear for your PvP toons.
    blah

  2. #22
    I meant PVM should not be nerfed as a result of the PVP rebalance.

    I'm all for improving the gaming experience of the few profs that have real issues in finding a role in PVM team encounters and improve their abilities or give them new tools (for PVM) that can change that.

  3. #23
    I think that the question depends upon what you want out of PvP. Put briefly:

    * if you want an enivironment where the individual's skill is paramount, then you need to have every profession be relatively flat in terms of strength - that is, they should all have about the same level of strength in all areas of offence and defence. This has to be balanced for one-on-one play in a group environment, where you can't choose your opponents.

    * If you want professions that have individuality and uniqueness, then they need to have both strengths and weaknesses. Here, a more rock/paper/scissors approach is needed for one-on-one balancing... which has its weaknesses. But in teams, this system has great strength because the professions are designed such that they fill in other professions' weaknesses - while other professions fill in theirs.

    * If you want an environment where (at least in theory) tactics and strategy, like in war, are applied, then you first have to create the environment where that works before profession balance becomes an issue at all - and AO doesn't have that environment at all. Where it exists though, you perhaps have the strongest need for specialism in professions without the holes in their abilities needing to be filled in by others. The tactics on the grand scale is what balances them out.


    As a result, a lot depends upon player motivation. I'd say that most PvPers in AO that are regularly active and certainly the ones that tend to be vocal in the forums, fall into the category of wanting individual player skill to be the primary factor. If you were designing for them, then you'd flatten profession balance and remove the uniqueness and individuality between professions. They all need to be relatively strong in all forms of attack and defence in order that the player's skill comes out as the major deciding factor.

    But this isn't true of all games. In some games, they have leagues for small teams of 2 or 3 players, which are the primary status goal for PvPers. Those games can be balanced with more holes in offence or defence of classes because these are then balanced out by your team-mates. Certain class combinations are certainly seen as the 'best', but different combinations are feasible and are played.

    There are also games where collision detection is on for players, ranged can shoot their own side if they're in the way, hills/water affect speed of movement and LOS is handled better allowing hiding etc... which actually enables battle tactics and strategy at a mass level. Many people then find this to be their goal play.

    It turns out that quite a lot of players enjoy and want to play a more co-operative team or group focussed PvP. This is understandable in a gaming environment where the focus is (should be) on coming together as groups whether that be teams or orgs. But in AO's PvP there has, in the past, been a tendency for one-on-one play to be paramount with super-twinks ruling the roost, which has estranged many players from PvP. This is one of the downsides of creating a system where individual character excellence and power through twinking is possible. In PvP, the mix had swung too far in one direction.


    AO is built on the paradigm of character differentiation. The idea of the mix between a skills based and a class based system is to have class distinctions which control uniqueness while still allowing for individual excellence through character building, twinking etc. It's a system that tries to get the best of both worlds and is generally pretty good at doing so. The mix tends towards the teaming side of things, primarily because of PvM - but even there, there's a need for balancing to allow for soloing too, so the mix can't tip too much to the side of teaming. In PvM though, the designers have control over the mobs and thus are more able to balance that mix better.

    But when it comes to PvP in particular, it's a weak system because the two approaches that AO tries to meld together, need to be managed very differently. One pushes all the time toward making the professions as similar as possible - the other pushes toward them having holes in their templates that need to be filled in by team mates. In the past, AO's PvP has pushed much more toward the twinked one-on-one player, built as an all-rounder - often in spite of the desires and designs of the devs.

    I think that what FC have been doing in recent years isn't far off the mark. They've been trying to encourage more team play in PvP. So they've been balancing more toward there being holes in the templates for the professions that are best filled by other players. They've done this not only through profession design, but also by introducing new Titles, the BS environment etc... and by trying to draw more players with a broader motivation into PvP through VPs.

    But for those core, dedicated AO PvPers whose motivations are more based on the status attached to individual skill and excellence, that is problematic. Perhaps, there should be a league system like in some other games, where specific duos or trios form long-term teams that move up and down a ladder based on some points system which includes the position on the ladder of the opponents you kill as a factor in how many points you get.

    That may go some way to allowing these players to have the status associated with personal excellence while still being based in a team game, balanced as such.

    Just my two penn'orth and musings,

    X
    Last edited by XtremTech; Sep 17th, 2010 at 12:16:48.

  4. #24
    Quote Originally Posted by Ocene View Post
    I meant PVM should not be nerfed as a result of the PVP rebalance.
    That's exactly the opposite of what I'm saying :P Balancing is about both PvE and PvP. For some reason, players tend to think that balancing is only about PvP.
    blah

  5. #25
    The issue in this game though, is that PVM tools have been abused in PVP.

    Trying to do both PVP and PVM rebalance at the same time just won't work.

  6. #26

    Funcom employee

    Quote Originally Posted by NoGoal View Post
    That's exactly the opposite of what I'm saying :P Balancing is about both PvE and PvP. For some reason, players tend to think that balancing is only about PvP.
    It depends on the system and game direction. PvE does support PvP and PvP can support PvE. For example, you need items in order to PvP. Sometimes those items come from PvE'ing. Thus, PvE is supporting PvP in that aspect. Even in a system where you attain PvP items from PvP'ing, you still have to level through PvE unless you completely make leveling achievable in PvP.

    The better question is what you think the food tastes like? Does PvP taste bad to you and why? Too much salt? Too little salt? What!?

  7. #27
    Quote Originally Posted by Famine View Post
    It depends on the system and game direction. PvE does support PvP and PvP can support PvE. For example, you need items in order to PvP. Sometimes those items come from PvE'ing. Thus, PvE is supporting PvP in that aspect. Even in a system where you attain PvP items from PvP'ing, you still have to level through PvE unless you completely make leveling achievable in PvP.

    The better question is what you think the food tastes like? Does PvP taste bad to you and why? Too much salt? Too little salt? What!?
    That is a good point, but mostly the professions of today function well in PvE situations. Somewhat special equips may be required in some settings, but it's still viable if you want to go for that.

    The reason in my opinion why PvP balance is more crucial is that, if your profession doesn't function in PvP it just simply doesn't. It will beat you down every time you meet XXXXX profession or that profession.. Which will scare people away from the whole aspect of PvP. Whilest in PvE if you don't work well, you can always get a better setup for it, and if you are in the best possible setup and still aren't performing as good as other professions then it's still not that deterring.
    At least that's how it is for me
    Borris2 - 220/30 Martial Artist

    Andarsmann - 100/10 Trader

    Borris1 - 30/3 Enforcer

  8. #28
    Quote Originally Posted by borriss View Post
    The reason in my opinion why PvP balance is more crucial is that, if your profession doesn't function in PvP it just simply doesn't.

    Whilest in PvE if you don't work well, you can always get a better setup for it, and if you are in the best possible setup and still aren't performing as good as other professions then it's still not that deterring.
    But in both cases you can always get help, ie a team.

    And yes, I know its said too often, and yes Im sure Ocene will hit me with something for saying it
    Omutb - President - Ring of Destruction

    If you only knew the power of the Frosted Strawberry Poptart....

    "Once more unto the breach, dear friends, once more; Or close the wall up with our English dead." - because Wales just isnt a country

    Chernobyl, providing the freshest bottled water since 1986, for that healthy green glow.

  9. #29
    Quote Originally Posted by Omutb View Post
    But in both cases you can always get help, ie a team.

    And yes, I know its said too often, and yes Im sure Ocene will hit me with something for saying it
    Hehe well yes, but some people really enjoy the lone wolf sort of thing! Honing individual skill!
    Borris2 - 220/30 Martial Artist

    Andarsmann - 100/10 Trader

    Borris1 - 30/3 Enforcer

  10. #30
    Hehe well yes, but some people really enjoy the lone wolf sort of thing! Honing individual skill!
    ... and then we come back to the question of whether FC should balance for Team play or for Solo play.

    X

  11. #31
    Team balance will not happen. Too many combinations.

  12. #32
    Quote Originally Posted by Ocene View Post
    Team balance will not happen. Too many combinations.
    It could, but then ALOT of stuff need to be toned down...
    Borris2 - 220/30 Martial Artist

    Andarsmann - 100/10 Trader

    Borris1 - 30/3 Enforcer

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