Azarael wrote:*citation needed*Izumo wrote:The sign of a balanced game is decreasing amount of changes over time, which doesn't happen.

Azarael wrote:*citation needed*Izumo wrote:The sign of a balanced game is decreasing amount of changes over time, which doesn't happen.
Or maybe people just stopped caring about their skill now that it's hidden.Izumo wrote:Then second thing, as of now, there is 124 active players, with 5 players having skill over 7.xx. A year back there was 14 players having skill over 7.xx out of 131 active players (checking Log_S3/13_10_17_at_05-50-01_LDGBWFreon.ini). That message is clear, there isn't problem with noobs, but you are losing skilled players (nearly 3x).
Just look around on any game where balance is a critical thing. If you need to make frequent changes, the implication you're not balanced it pretty logical.Azarael wrote:*citation needed*Izumo wrote:The sign of a balanced game is decreasing amount of changes over time, which doesn't happen.
From those 14, these are inactive:Aberiu wrote:Or maybe people just stopped caring about their skill now that it's hidden.Izumo wrote:Then second thing, as of now, there is 124 active players, with 5 players having skill over 7.xx. A year back there was 14 players having skill over 7.xx out of 131 active players (checking Log_S3/13_10_17_at_05-50-01_LDGBWFreon.ini). That message is clear, there isn't problem with noobs, but you are losing skilled players (nearly 3x).
Oska wrote:The fact that most admins were nagging "x.xx shitters" is quite relevant when it comes to the decreasing playerbase IMO.
The fact that you didn't like the post is probably relevant though.
That's just a speculation, not data. Sure it's possible, but I would say it's enough to see the trend, that skilled players left and new unskilled players came.Aberiu wrote:Either way this amount of players doesn't look very representative. They could have numerous other reasons to stop playing (not to mention that robot is still here). Maybe if you picked 6.xx players it would be more accurate.
That's correct, although generally the frequency of changes is tied to balance of the quantiziation. If it's good, you'd make small changes with small frequently as you'd need time to see how things actually settled. If it's not so good, you'd make bigger changes and more frequently as it's easy to spot that some things are off. Now for the inital "overcontent" argument, if you keep adding content, you will have more items on the graph, thus making it more difficult to balance it, especially if you try to find a place for each weapon.Azarael wrote:@Izumo: The argument makes no sense. If we consider the balance of a weapon as being able to be quantized and plot a graph, we can consider individual changes as attempting to push down peaks and raise troughs visible in the resulting graph. This process isn't perfect, and will mostly draw the peaks and troughs closer to the ideal "balanced point". Not only can individual changes expose problems in other weapons (metagame) but gameplay changes made to solve a problem with an archetype (f.ex melee displacement) can screw the existing balance as well. Thus, frequency of changes does not concern me. I gauge my balance by the distribution of weapons visible in game, which is a better representation of how viable the players think each weapon is, not by frequency of my own changes.
I like this idea. Why can't we have both versions of UHZ, Aztek, etc. if the LDG vote mutator supports graying out both maps when one version is played?ehihehih wrote:Want to create an alternative? changed name and leave the original!
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