Poll

Your current opinion of the choices made by the balance team:

General approval
33 (39.8%)
Ambivalent
14 (16.9%)
General disapproval
28 (33.7%)
Other
8 (9.6%)

Total Members Voted: 82

Author Topic: My suggestion: Fire the balance team, get a new one.  (Read 3488 times)

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Offline spl00gedon

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #15 on: January 24, 2013, 07:38:24 am »
+1
I've been playing CRPG since nearly the beginning, back when its webpage was black and white with a row of the names of those who had donated. I've seen all the changes and there was a point where the mod peaked and then a crucial turning point started the decline: instead of focusing on fixing glitches, adding content and tweaking game modes, the developers decided to embark on this wild series of erratic nerfs, a lot of which they had to quickly revise or drop entirely.

It's just silly. The player population is getting smaller while the gameplay is becoming increasingly restrictive. There are still all kinds of weird little bugs and inconsistencies that have gotten absolutely no attention despite numerous threads. The developers' priorities are inscrutable but apparently wrong. Programming a big mod isn't easy of course, it's hard and there are going to be problems and all the players are thankful the mod exists in the first place, but that doesn't change the facts. It would all be so much better if their focus was on the mod's real problems instead of these bizarre alterations that nobody outside of a small clique want to see implemented.

I just get the feeling that this whole mod was at some point derailed by a crew of people (I don't know who exactly) who are bent on enforcing limitations that degrade, slow-down, de-skill and remove diversity. All that was most fun about CRPG is disappearing, and what replaces it is a LARPing simulator, heavily biased for Strategus play, with only a few truly viable builds possible.

The balance crew is unaccountable, doesn't dialogue on the forum by responding to feedback, and doesn't even any longer post the changes they make. It's like a takeover to make CRPG just as boring as the other, non-Warband melee games out now.

(+1) I wish more posts were this well thought out and unbiased.  Great post.  Right on.
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Offline dontgothere

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #16 on: January 24, 2013, 07:54:08 am »
+4
tl;dr :  the balance team are good guys but their focus on the numbers instead of the actual gameplay is a major issue.

I don't mean anything personal against any of the developers or the balance team. If it didn't seem like NA players keep getting ignored (not just with patches but also server issues) I probably wouldn't feel this way. If I thought that there was a way to change the balance team's mind about what they're doing then I definitely wouldn't have used the word "fire", but until now they just seemed aloof to suggestions. If the team were easier to talk to, it wouldn't be so frustrating.

If the balance team is trying to use this thread to talk about their plans openly, that's awesome and I hope they'll create something like a thread that everybody can read and only they can post to, so that players could kind-of listen in on their whole process. It was cool of them to open-up like this and they deserve respect for that. It's not at all the reaction I expected. Thanks.

I got frustrated and shouldn't have said they should be fired and I apologize for it.

That having been said....

I'm not pissed just because of those two points, and in any case I don't 1-2 shot people anymore, at least not consistently. When I fight an archer I expect it will take 2-3 jarid torso hits. Tin cans take 3 throwing lances or as many as six jarids. In an average night of playing I'll fail to one-shot with a headshot once or twice.
This thread wasn't supposed to be just about my own problems; I've tried to do that before, numerous times, and it doesn't go anywhere, nobody listens, nothing changes. When the first nerfs to throwing were going on, a lot of throwers were understandably upset, but I knew at the time that throwing needed to be made a class that had to rely on support to succeed, so I agreed with what they were doing then. Taking out jump throwing goes too far because dodging, angle of attack and mobility are so essential to pure throwers. Maybe they can support that change with arguments from realism, but from the standpoint of gameplay and balance I just don't get it.
But to touch on some wider issues, you have the nerfs to turning speed, to archery, to overheads, to crush through weapons, to kicks while blocking, just to name a few of the biggest. How have any of these made the experience of the game richer? And this is all while there are still so many glitches, like hit detection bugs, map issues, one-handed weapon problems, etcetera.
I am biased though, I'll admit that; I play a pure-throwing build as my main, and everything the balance team does to rein-in hybrid throwers has a disproportionate effect on me. As a result I'm more pissed-off than the average player, sure. But I'm not whining without regard for balance in general. For example, a lot of throwers want more ammo, but I think that heavily restricted ammunition is one of the best mechanisms in the game to keep throwers balanced.

As for the content of the balance team's posts in this thread, it's hard to comment because it's all out of context. Nevertheless I think it is a symptom of the problematic way that balancing is being done for this mod. They're talking about implementing an entirely new mechanic that will rebalance everything, with all kinds of mathematical variables to take into account, instead of taking as their starting-point the fundamental outstanding issues in the core game. They talk about being engineers, but they're designing things from the top down instead of from the bottom upwards. I don't have the background in mathematics to be an engineer myself, but I've known plenty and the best of them admit that it's easy to get carried-away like that.

The existing variables in the game are sufficiently comprehensive for everything to be balanced, but the question that has to come first is what kind of balance? Balance can come as the result of making everything much the same (what I think is one problem with the way things are being done) or it can come as a result of making different elements of gameplay "competitively unbalanced" - like for example, giving crushthrough and knockdown weapons slow speed and high strength requirements, while the weapons without those flags are much faster and can be used by builds with less points invested in strength. Ultimately the most satisfying way to balance a game is to focus less on item-to-item equivalence and more on build-to-build counters (something like, archers beat light melee, shielders beat archers, heavy 2h beats shielders, throwers beat heavy 2h, light melee beats throwers, and so on. Don't take that progression as a literal suggestion, it's just a loose conceptual example and any real balancing will be far more complex).
From there you can further balance weapons within those broad classes not by comparing numbers of kills, but the relative utility of those weapons within the sub-groupings of each broad class. To use shielders as an example, you have some who will want enormous tower shields for extra coverage from archers, and others who will want smaller, quicker shields for when they close to melee. They shouldn't be equal, but each better suited to different builds and different contexts in battle. The small-shielders will typically go for one-handed weapons, with some choosing blunt to get through armors and others choosing cut to slice-and-dice, while the big-shielders will probably tend towards polearms since their shields slow them down and they'll have to rely on reach and support more. These are all logical, successive sub-groupings that are a better way to balance than a purely mathematical approach.

I regret that I'm not making my points very clearly or completely, but to try to sum it up in some basic way, if you try to balance the game by a direct comparison of the "1s and 0s" then you're bound to make mistakes because you've taken a view too far removed from the way the game actually plays and the kinds of choices and preferences that constitute a sort of 'conduit' or 'medium' as it were between the players and the "ones and zeroes" they interact with, and through which they interact with one another.
It's as if the team is balancing for the sake of a numerical ideal instead of through an understanding of 'emergent gameplay', something I'm sure they've all studied.

According to the poll as it stands now, a slim majority is in general agreement with what the balance team is doing. But the minority that disagrees is significant.
« Last Edit: January 24, 2013, 08:27:20 am by dontgothere »

Offline Haboe

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #17 on: January 24, 2013, 08:00:17 am »
0

If the balance team is trying to use this thread to talk about their plans openly, that's awesome and I hope they'll create something like a thread that everybody can read and only they can post to, so that players could kind-of listen in on their whole process. It was cool of them to open-up like this and they deserve respect for that. It's not at all the reaction I expected. Thanks.

Problem about this is that the community will start whining.
If they would mention... lets say  removing through-door-slashing, ppl will ask over and over again when they will finish it. They will spam irc about it, and get mad if its not in the next patch...
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Offline Phew

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #18 on: January 24, 2013, 01:15:30 pm »
0
You're wrong and there's an easy way to show it: try to come up with this function.

If you can share details about the animations (damage scaling as a function of time within animation, and delays), I think I could make a decent go at it. For instance, 1h thrust has a tiny sweetspot, so the ability to thrust wouldn't be considered much of a bonus on 1h weapons. But 2h thrust is very good, so 2h swords would be "rewarded" more for having a thrust. etc. My starting point would be the damage flux I described earlier, then the only challenge is getting the modifier bonus/penalties right.

Offline Tydeus

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #19 on: January 24, 2013, 07:23:02 pm »
+1
(click to show/hide)
There are so many points in this post that are a description of the current crpg such as your description of shields. We have this currently and having tested shields myself, I can easily detail which shields are best suited for each job and why. Some balancers agree with you that we currently have a type of balance that came about by making everything basically the same as everything else. Did you see the recent 2h rebalance? Those changes were directly implemented because of this problem.

They're aware, they're working towards fixing the issues but you have to remember that not only is this a mod and they're doing it for free, there is also a new project that they're devoting the majority of their time on. Changes get made that aren't implemented because they require a crpg patch and doing that often, requires a lot of time. Furthermore, contrary to popular belief, the item-balance team's philosophy, is to only make well thought out, unanimously agreed upon changes. This slows down balance quite a bit because rather than having a team of clones, each balancer has their own unique opinion, as it should be.

For the latter part of your post, I think you confused what urist and cmp were saying, with what phew was saying. Phew was suggesting the "entirely new method of balancing" and our balancers(who you are at odds with) were saying that is an absurd idea.
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Offline Phew

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #20 on: January 24, 2013, 07:42:59 pm »
0
For the latter part of your post, I think you confused what urist and cmp were saying, with what phew was saying. Phew was suggesting the "entirely new method of balancing" and our balancers(who you are at odds with) were saying that is an absurd idea.

Yeah, sorry Artie, it's my fault for hijacking your thread. You were concerned about gameplay balance, I chimed in about item stat balance, and devs were telling me I was an idiot for wanting to use math to balance items. If I could sell you a wpf point on market, I would.

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #21 on: January 24, 2013, 07:43:07 pm »
0
The thing is that in beginning players hardly knew how to kill and were nabs so they had a lot of OP stuff.

After players got to know how to kill and what to do, this OPness was revealed and it couldn't stay like this cuz of balance issue.

Now when everybody knows how to kill with a piece of soap or whistling, everybody receives a piece of soap as a weapon because he is still very efficient with it. The increasing ability of players to kill was followed by the nerf of the weapons to pretend units from going half-gods.

The truth is that if we were total nabs we would get OP stuff to compensate for our low ability of killing. (Mind that I'm not talking about current 2h axes and longsword or miaodao cuz they are unbalanced when it comes to other weapons, so don't treat it like we have totally no op stuff, op is everywhere [1h glance-knockdown...])
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Offline Aderyn

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #22 on: January 24, 2013, 09:06:14 pm »
0
I 100% agree with that the balance person/team of c-rpg needs to be replaced. Fiddling with gamemechanics such as the attempt to nerf archers with athletics and turnspeed on weapons is just damaging to the game. Most people play it because it's skilloriented - slowing it down for the wider public is making the game lose it's current membersbasis.

I also think the choice to nerf the archers from what they were a few months ago was retarded. they were fine pre athlethicsnerf/pre arrow weight nerf. Now they are fucking horrible on battle server since you can't dodge ponys at all. Also it's silly how heavy armor people with shield and 5ath can outrun tshirt archers with 8ath now.
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Offline Tydeus

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #23 on: January 24, 2013, 10:30:08 pm »
0
The existing variables in the game are sufficiently comprehensive for everything to be balanced, but the question that has to come first is what kind of balance? Balance can come as the result of making everything much the same (what I think is one problem with the way things are being done) or it can come as a result of making different elements of gameplay "competitively unbalanced" - like for example, giving crushthrough and knockdown weapons slow speed and high strength requirements, while the weapons without those flags are much faster and can be used by builds with less points invested in strength. Ultimately the most satisfying way to balance a game is to focus less on item-to-item equivalence and more on build-to-build counters (something like, archers beat light melee, shielders beat archers, heavy 2h beats shielders, throwers beat heavy 2h, light melee beats throwers, and so on. Don't take that progression as a literal suggestion, it's just a loose conceptual example and any real balancing will be far more complex).
From there you can further balance weapons within those broad classes not by comparing numbers of kills, but the relative utility of those weapons within the sub-groupings of each broad class. To use shielders as an example, you have some who will want enormous tower shields for extra coverage from archers, and others who will want smaller, quicker shields for when they close to melee. They shouldn't be equal, but each better suited to different builds and different contexts in battle. The small-shielders will typically go for one-handed weapons, with some choosing blunt to get through armors and others choosing cut to slice-and-dice, while the big-shielders will probably tend towards polearms since their shields slow them down and they'll have to rely on reach and support more. These are all logical, successive sub-groupings that are a better way to balance than a purely mathematical approach.

I regret that I'm not making my points very clearly or completely, but to try to sum it up in some basic way, if you try to balance the game by a direct comparison of the "1s and 0s" then you're bound to make mistakes because you've taken a view too far removed from the way the game actually plays and the kinds of choices and preferences that constitute a sort of 'conduit' or 'medium' as it were between the players and the "ones and zeroes" they interact with, and through which they interact with one another.
It's as if the team is balancing for the sake of a numerical ideal instead of through an understanding of 'emergent gameplay', something I'm sure they've all studied.

I really just want to focus on these two things for reasons mentioned in my previous post, and otherwise.

Quote
Ultimately the most satisfying way to balance a game is to focus less on item-to-item equivalence and more on build-to-build counters (something like, archers beat light melee, shielders beat archers, heavy 2h beats shielders, throwers beat heavy 2h, light melee beats throwers, and so on.

This is one of those things we currently have, though likely not to the extent that a lot of people desire. Remember, it's a video game, you shouldn't ever lose a fight solely because of a poor match-up. Player skill does, and always should matter most. If a guy with a poleaxe goes up against an agility shielder, that polearmer, regardless of the weapon used by the 1her, has a massive advantage. He has shield breaking capabilities paired with high damage and extreme length superiority. Cavalry vs pikemen is another of these sort of RPS scenarios. Then of course, you have shielders, and specifically the agility ones, with their anti-ranged capabilities. Or horse archers as a counter to other cavalry.

Quote
It's as if the team is balancing for the sake of a numerical ideal instead of through an understanding of 'emergent gameplay', something I'm sure they've all studied.

Statistics are used because they add perspective, but that doesn't mean it's the only perspective or form of input they have. I'm not on the dev team, nor are many others like DaveUKR who have personally held discussions over balance changes with the team, and helped by adding their own perspectives. Through my discussions though, I can assure you that this concept of "balancing for the sake of numerical ideal" is simply put, not the case at all.

Countless times I have heard the argument that duel shouldn't really be considered because the game-type is too different from battle, siege, and strategus. While I am of a differing opinion, it's clear that the intended focus is on what occurs during prime-time battles, and not on the quantitative conclusions that can be drawn from individual, contained fights on the duel server. Certainly there are both builds and equipment types that, when combined give certain advantages over others, but this is a micro-comparison when balance for the macro, matters most (overall outcome of large scale battles). Even then, it's not as if duel is completely ignored, just that the game mode itself can only give you a limited perspective of what the rest of the game modes are like.

What I mean, is that a lot of what people are asking for, already exists or is trying to be implemented while working under several constraints. Myself, I believe the issue is time. People don't feel that changes are passing quickly enough. That when they do come, they aren't always the most numerous or are focused on one aspect, therefore it can seem like the desired changes simply aren't being implemented.


So I suggest, if you are someone that is discontent with the dev team, that you ask yourself these questions:

"Am I truly aware of all the changes that have been implemented over the past few years? Is it really the case that current balance is so terrible, rather than simply being in a state of imperfection? And if so, is it actually because of the way they're trying to balance the game or possibly because they aren't making the required changes fast enough? Finally, have I really tried to take a step back and look at this from an unbiased, objective standpoint or put myself in other people's shoes?"


If you end up agreeing that it's simply a problem of time(remember those big bad changes that few people found themselves liking were eventually removed), then my suggestion is to complain less, and to be more supportive in your approach to balance. It just might be the case that they'll become motivated enough to drop other things for balance with a more unified community.
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Offline Phew

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #24 on: January 24, 2013, 10:35:37 pm »
+1
I remember when I first started playing, you could carry a Long Maul, a Pike, an Arbalest, and Steel Bolts at the same time (in fact this was a common loadout). Gameplay balance is far from perfect now, but it's a heckuvalot better than it was then. The turn speed changes that are on EU_1 are a step in the right direction, for sure.

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #25 on: January 25, 2013, 02:55:20 am »
0
If you can share details about the animations (damage scaling as a function of time within animation, and delays), I think I could make a decent go at it. For instance, 1h thrust has a tiny sweetspot, so the ability to thrust wouldn't be considered much of a bonus on 1h weapons. But 2h thrust is very good, so 2h swords would be "rewarded" more for having a thrust.

I don't think you need that formula for balancing, because it's the same for all weapon types (all thrusts share the same sweetspots, all overheads share the same sweetspots, etc.).

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #26 on: January 25, 2013, 04:57:31 am »
0
I don't think you need that formula for balancing, because it's the same for all weapon types (all thrusts share the same sweetspots, all overheads share the same sweetspots, etc.).

I assume you mean within a given weapon type. 1h right swing glances in the first half of the animation, while pole and 2h will hit for near-full damage in the very start of the animation. Likewise, 1h left swing won't glance during any part of the animation, but pole left swing glances during the early part, etc. Information about the relative sweetspots between different weapon types would be necessary for a unified fitness parameter that applies to all melee weapon types.

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #27 on: January 25, 2013, 12:51:21 pm »
0
I assume you mean within a given weapon type. 1h right swing glances in the first half of the animation, while pole and 2h will hit for near-full damage in the very start of the animation. Likewise, 1h left swing won't glance during any part of the animation, but pole left swing glances during the early part, etc. Information about the relative sweetspots between different weapon types would be necessary for a unified fitness parameter that applies to all melee weapon types.

Nope, I don't mean within a given weapon type. See, we already have an example of balancing by numbers not working.

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #28 on: January 25, 2013, 12:57:02 pm »
0
Nope, I don't mean within a given weapon type. See, we already have an example of balancing by numbers not working.

cmp, you are mistaken about the animation sweetspots. Get a +3 Arabian Cavalry Sword and an unloomed Heavy Bastard Sword on a char with 1wpf in both 1h and 2h. Same damage, same length. Then right swing at someone in medium armor, standing still, at about your 2 o'clock.  The ACS will glance, the HBS won't. Because 1h right swing has a small sweetspot, 2h right swing has a huge sweetspot. Anyone that has ever played 1h and 2h knows this.

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Re: My suggestion: Fire the balance team, get a new one.
« Reply #29 on: January 25, 2013, 01:07:44 pm »
+5
cmp, you are mistaken about the animation sweetspots. Get a +3 Arabian Cavalry Sword and an unloomed Heavy Bastard Sword on a char with 1wpf in both 1h and 2h. Same damage, same length. Then right swing at someone in medium armor, standing still, at about your 2 o'clock.  The ACS will glance, the HBS won't. Because 1h right swing has a small sweetspot, 2h right swing has a huge sweetspot. Anyone that has ever played 1h and 2h knows this.

Phew, I have the code in front of my eyes.