Decreasing playerbase

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Aberiu
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Re: Decreasing playerbase

Post by Aberiu » Wed 02 Jul , 2014 1:09 am

Yeah I see the difference now.

I just googled some stuff a bit because I was interested in finding some kind of confirmation or refutation of my point of view. Not sure if you have already done that kind of research. I'm currently reading an article written by a game designer from Blizzard:
http://www.gamedev.net/page/resources/_ ... ance-r1765
Of course, since games are often macrocalibrated well before they reach alpha stage, it is possible that they may have to be recalibrated as new lumps of functionality are added to the game. Erin Daly, lead designer of Homeworld, suggests that adding groups of related functionality at the same time, and doing a macrocalibration when they are added, is generally the most effective way to keep the game playable throughout development.
Allowing for a balanceable game system is obviously only the first step towards a balanced game. Even the most immaculate design must be implemented, and just as error can seep into implementations, slight errors are often made in the initial design. In addition, many game values really can't even be effectively guessed until the game is implemented. In these situations, which generally occur during the pre-alpha and alpha stages, designers must use macrocalibration techniques or "get the balance values in the right ballpark".

Macrocalibration should always be completed before microcalibration is begun; small balance changes will be washed away and made into useless work if the foundation that the game rests on is still in transition. While macrocalibrating, the goal is to "find" the target gameplay that is described in the design document. Obviously, you can't polish the gameplay with small tweaks when you aren't even sure you've gotten the core gameplay to manifest!
The biggest challenge in microcalibrating is simply identifying problems. Once a problem is identified, it is just a question of tweaking values slightly, and in such a way that one is not creating new problems. Good element modularity and pre-planning will really be a life-saver at this stage - without them, it may not be possible to balance the game in a reasonable time frame.
Finally, avoid "Over-solving" imbalances. "Over-solving" an imbalance is when a designer applies multiple different types of tweaks at once to fix one particular problem. Over-solving makes it very difficult to determine the effects of the changes simply because you are using multiple independent variables to affect one dependant variable. Over-solving is also a recipe for trouble in terms of accidentally affecting other game elements.
It's mostly about MMO/strategy games but still can be useful I think.

iZumo
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Re: Decreasing playerbase

Post by iZumo » Thu 03 Jul , 2014 9:59 am

I don't think you can balance this without trying to use some math and archiving the past changes (unfortunately this is mainly about statistics and heuristics for various types of players). I would also say part of the problem simply is, that you naturally forget what the state was several weeks ago and that prevents you from converging to some "better state".

But perhaps one thing that could work here right away is to pick a set of reference weapon for each "type" - i.e melee, rapid-fire main slot, rapid-fire side slot, sniper etc. and first even out those among themselves - and then not do significant changes to them but rather modify other weapons to fit the reference scheme. That way you would have the weapons defined by their properties which is one step towards a more math model.

Not ofc saying it is simple.

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Butcher
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Re: Decreasing playerbase

Post by Butcher » Thu 03 Jul , 2014 12:02 pm

+1 to Izumo, non-troll reply (for once :D)
"An BW match is a test of your skill against your opponents' luck." :)

Capaco
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Re: Decreasing playerbase

Post by Capaco » Thu 03 Jul , 2014 12:23 pm

i dunno what that oldz on the assault server is actually about, but sth like "no rules and have fun"?

perhaps sth is needed too on freon server for a day or the weekend, more ammo, better hip accouracy, i dont know what it could be, but less strict rules and caring about a balanced gameplay .=

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iRobot
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Re: Decreasing playerbase

Post by iRobot » Thu 03 Jul , 2014 12:26 pm

BW Oldz?

You can almost hear Izumo laughing .. it's faint, but it's definitely there.

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Ollievrthecool
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Re: Decreasing playerbase

Post by Ollievrthecool » Thu 03 Jul , 2014 1:03 pm

In BW oldz, people will all use the same weapon and it will not be fun at all

iZumo
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Re: Decreasing playerbase

Post by iZumo » Thu 03 Jul , 2014 8:51 pm

Lol boys ;'D'D .... megafun / OLDZ thread: http://ldg-gaming.eu/viewtopic.php?f=31 ... Z&start=20

iZumo
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Re: Decreasing playerbase

Post by iZumo » Tue 15 Jul , 2014 3:39 pm

OK erm, maybe we could resume here? There was a discussion here and trolling got diverted.

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Azarael
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Re: Decreasing playerbase

Post by Azarael » Tue 15 Jul , 2014 4:11 pm

Nah, I'm not sure we can. Maybe the thread shouldn't have been derailed in the first place...?

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Calypto
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Re: Decreasing playerbase

Post by Calypto » Tue 15 Jul , 2014 4:26 pm

Server bots with names of LDG administrators, each having customized personality based on the administrator.

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