Author Topic: That thing called "perfect imbalance"  (Read 1438 times)

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Offline Gurnisson

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Re: That thing called "perfect imbalance"
« Reply #30 on: March 27, 2014, 07:15:54 pm »
+3
You guys play how you want, I'll continue to eat ranged players like they are canned catfood and laugh at the rest.

Jokes on you, I don't even like canned cat food!
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline Riddaren

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Re: That thing called "perfect imbalance"
« Reply #31 on: March 27, 2014, 08:04:44 pm »
+1
Well, if a multiplayer game let's you make your own choices (to your advantage) a lot of game imbalances can exist without making it unbalanced, really.
Leauge of legends is a good example of that. 50 heroes that have slightly different abilities and attributes.

cRPG is more problematic. Not so much because the difference between classes being bigger than in LoL.
But because the game experience of ranged, melee and cavalry are so different it's like playing different games and naturally many of us have become attached to a certain way of playing.

That's both good and bad, but mostly bad since the game is now balanced around how well players do with the different classes and how each class compares to another.
Fuck that. We could have had a totally realistic and lethal game by now, with player skill making even more of a difference.

It would just have to be balanced in other ways than gameplay:
1. Different upkeep: We have that already, but it's not balanced IMO, archery is way too cheap, it should be doubled atleast.
2. Different XP: Melee infantry get most. Ranged horsemen get least.
3. Different game modes and maps being better for certain classes.

Offline Teeth

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Re: That thing called "perfect imbalance"
« Reply #32 on: March 28, 2014, 12:04:42 am »
+7
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First of all, you stated that you pretty much only play siege. Obviously these scenarios do not happen on siege and obviously ranged in siege are countered by running past them and capturing the flag, there is no fear factor in siege and no need to kill the archers, obviously I am talking about battle.

Now on EU battle ranged groups actually often survive till the end. Often on maps there is one spot that gives a slight sense of safety to ranged, a roof, a little hill or some other type of elevation and ranged tend to band together on these locations. In general ranged tend to band together. Due to fear factor from other players for attacking a squad of ranged, they avoid this location as much as they can and rather go for safer targets. This enables the ranged group to often survive until the late part of the round. You are right, 10 shielders versus 10 ranged never happens, I have seen 10 ranged left alive on one team though, sadly the ones alive on the other team are never 10 shielders. So many times the rounds has come down to a 10 vs 10 scenario and very often the team with the most ranged wins, because nobody really knows what to do against them. Their optimal strategy would be a simultaneous charge at every ranged player, but due to lack of coordination single players get picked off because the ranged have a much simpler optimal strategy. Spread out a little, approach the remaining players and focus fire anyone that comes close to one of your ranged teammates. Crossfire does the rest regardless of shields.

You can tell me this never happens, but it does. In short, the natural behaviour of ranged causes them to survive in groups because nobody really feels like going after them and when the player numbers on each side have decreased, a high ranged concentration is nigh impossible to counter. Even if the remaining players on the other team are all shielders they still won't be able to counter due to communication issues and getting kited by one ranged and then crossfired by the others.