I pulled these posts out of Shadow Wolf's "Contingincy Mod" thread.
The points raised merit focus outside the context of that mod and thus this thread. Yet another balance thread, you say? Maybe. Maybe with a difference that makes a difference in the end...? Let's see if that bears out.
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The Marketing campaign for the Retail WZ in 1999 emphasized "Strategy by Design" and over 5000 design combo possibilities!!!
Before the summer of 1999 we already realized that while there may be over 5000 design combos only a small fraction would lead to wins in MP. The game was obviously and fundamentally imbalanced.
Over the course of the last 14 years several have tried to identify and address this MP imbalance. As I recall, it is a very short list of peeps: in the begining, Pro player 4nE, then Troman, then Grim, then Zarel, BP and, more recently, those quoted below.
Over the years there has been an emphasis on modifying stats and re-arranging the tech tree on the one hand and on the other, simply playing high oil on flat maps.
More recently there has been attention given to the importance of the Intel mechanics - definitely a step in the right direction in an area heretofore neglected.
So far that sums up the matrix in the quest for solutions.
Does that exhaust the systemic mix, or all the factors involved, in the 14 year quest for that holy grail - MP balance...?
No. It doesn't. There is at least one more dynamic that would make a positive difference and it's been entirely neglected in all balance discussions. We'll get to it in due course.
Right now the biggest handicap to any re-balance effort is organized MP Playtesting and associated data harvesting. There really isn't any. Without that you will only ever have untested MP hypothesis about better balance alongside the thoroughly inadequate SP testing against BOTS.
So another question would be, what's the point...?
Since balanced MP modifications cannot be adequately tested then perhaps such changes must be relegated to expanding the SP experience vs. more interesting BOT play until such a time as organized MP Playtesting and associated data harvesting become a reality....?
Much to consider.
Let's begin with the recent exchange mentioned at the top of this post.
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========>Iluvalar wrote:Hello all,
Sorry shadow wolf, but I'll repeat what I expect so they can be aware of that earlier...
Even if the mod was perfectly balanced (which is impossible due to complexity), there would still be "timing" issues.
One weapons will be accessible straight at the same time than an interesting body allowing the player to combine them in design... A ROF upgrade will appear just after you end your power upgrades allowing you to chain you labs loss less etc...
Whatever how hard Shadow Wolf try to balance it, some lines will be +-20% stronger than the others.
In the standard game, the game theory would come into play. One would be aware that playing cannon give a better payoff and will tend to play it more often, but then, cyborgs that is the counter to cannons would become likewise interesting and would be played just as much as the cannons is played more. That would balance both lines in a prisoner's dilemma equilibrium.
At the end, if the cannon are 20% better, they will be played 20% more often. 24% cannons, 24% borgs, 18% everything else... where we aim 20% for all. it would be barely noticeable and every weapons lines would still be played.
However in contingency, shadow wolf gave an anti-borg weapons to the cannons. So the cyborgs strategy will not counteract the cannon line as much. As a result, if the cannon is 20% stronger than the other lines, you will have a fully 20% more chance to win if you play it and nothing to counter you...
The proportion of players that will play cannons will grow until there is only that strategy played. Every other lines would be useless. We'd get 100% cannon+borgs and nothing else. Every other strat. will be decorations...
I'm telling this so everybody can have an eye on the phenomenon -
Once players will start to discover what line yield better result, all other will progressively flow into the same strat. and the research and design layer will be dead.
Shadow Wolf TJC wrote:
And I'll repeat what I expect of your rant here in a much more shorter, simpler sentence:
we need more points of view that confirm that your data is valid.
Iluvalar wrote:
They must know what they are looking for for that to happen.
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Reg312 wrote:
@Iluvalar: balance issues apeears only when you have more than 50-100 players and at least 5 pro-players
(that digits just because... i hope you undestand idea)
Iluvalar wrote:
That's why I warn asap, so players can keep an eye on the problem and identify it asap and confirm the inevitable faith of that mod. Meanwhile, ignorant players might pretend the game is "fun". And Shadow Wolf might been dragged into wasting more time on that idea.
Again, I fully respect Shadow Wolf, I see the very good work he done since now, it's just a shame he built that tower on mud. If it was on sturdy ground, that mod would have beaten the original game...
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=========>Iluvalar wrote:I'm talking about the core ideas behind the mod, not the execution of it. The execution is very nice. Shadow Wolf is a very good modder.
Many people disregard the game mechanic, the devs do the same BTW... but the mechanic abide to some rules, and it's not always self-evident. I believe I explained enough...