Some concerns....

Post » Fri Apr 08, 2011 8:32 am

Concern #1

I've encountered this problem in COD and Killzone 3. It looks like it may be in this game too. It's has to due with the fact the game end right after the objective is complete. Let me give an example....

Enemy team is having trouble planting a bomb to advance the bot in container city. The bomb cannot be planted. So the team decides to let them get through to extend the game, because you would progress farther by doing so. I think they should either make it very easy to plant the bomb, or give you bonus XP for completing the objectives early.

Concern #2

I'm concerned light rifles may be underpowered. They seem rather weak. I'm not saying they have to be like snipers, but I think they should knock people back, for the bolt actions at least. And the semi autos have some good damage, moderate recoil and a varying fire rate.

I just hope it isn't like black ops where the assault rifles and SOME of the SMGs dominate everything. And then there is one hybrid assault rifle that just owns all. I want every gun to have varied stats and be balanced, like gun A has high fire rate, high damage and very high recoil, gun B has Excedingly high accuracy but a low RoF and damage, gun C has high damage, high accuracy, but a very low fire rate etc.....
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Robert DeLarosa
 
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Post » Fri Apr 08, 2011 9:26 am

The first concern troubles me a little also, but unless their some form of coordination in the team I doubt it will happen all the time. As for the second one, I have faith in SD that they have it right from the get go and if they don't and players begin to moan loud enough I reckon SD will rebalance it with a patch.

My opinion is that SD really want everyone to have fun with the game so much so that delayed the release to get it right as well as the extra polish.
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Monika
 
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Post » Thu Apr 07, 2011 6:01 pm

Spent a lot of time on balancing, so I don't think your second concern will come to fruition.

And for your first concern...why would they make a beginning objective extremely easy, and the rest of the match hard? Then defense wouldn't even try the first part of the game, knowing that their efforts will go to waste.

If a teams good enough to stop the offense at the first objective, more power to them.
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Jessie Butterfield
 
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Post » Fri Apr 08, 2011 9:42 am

Spent a lot of time on balancing, so I don't think your second concern will come to fruition.

And for your first concern...why would they make a beginning objective extremely easy, and the rest of the match hard? Then defense wouldn't even try the first part of the game, knowing that their efforts will go to waste.

If a teams good enough to stop the offense at the first objective, more power to them.


Because them the game ends. And if it doesn't look like they'll plant they'll let them win.

As I said, they could give us extra XP for ending the game early.
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oliver klosoff
 
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Post » Thu Apr 07, 2011 7:32 pm

Because them the game ends. And if it doesn't look like they'll plant they'll let them win.

As I said, they could give us extra XP for ending the game early.


And then another game begins...

In other stage-based games, I know my team doesn't let the other one win just for extra experience. When I play Rush on Bad Company, we stop them as soon as possible...we don't let them destroy the stations and extend the match.

Again, early stages of a match should be of comparatively equal difficulty to later stages of the game.

And if you get stuck with people who are just XP farming the offense instead of playing the actual game, then you just got unlucky. Quit that match and join a different one.
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Reven Lord
 
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Post » Thu Apr 07, 2011 10:54 pm

Enemy team is having trouble planting a bomb to advance the bot in container city. The bomb cannot be planted. So the team decides to let them get through to extend the game, because you would progress farther by doing so. I think they should either make it very easy to plant the bomb, or give you bonus XP for completing the objectives early.

I don't see how your solution would solve the aforementioned issue.
If the attacking team can't manage to get the bomb planted, it won't help them that they would get more XP if they were able to do so earlier. Which they are not at all.
When both teams are equally skilled, it's not very hard to get the bomb planted already.


I'm concerned light rifles may be underpowered. They seem rather weak. I'm not saying they have to be like snipers, but I think they should knock people back, for the bolt actions at least. And the semi autos have some good damage, moderate recoil and a varying fire rate.

According to people who played with light rifles at PAX East, they are quite powerful and can incapacitate both Lights and Mediums with one headshot.
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Sophie Louise Edge
 
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Post » Fri Apr 08, 2011 8:53 am

For your first concern, in the grand scheme of things, it would sort of end up the same way even if the defending team won the match quickly. Points would be distributed, and another game would soon be in session. Bottom line is either way, everybody will be playing again soon enough.

I have faith in Splash Damage's commitment to balancing the attributes of all guns. But I'm not capable of blind faith -- I'll definitely keep an eye on damage and possible OHK's at launch.
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Nicole Coucopoulos
 
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Post » Fri Apr 08, 2011 6:13 am

#1 is can relate to, i forgot which game im talking about, but if the enemy team didn't do this one main objective, there would be no time-limit increase and the game would end early with not much people getting anything out of it.
But im pretty sure there is no time limits.. on story.
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Anna Beattie
 
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Post » Thu Apr 07, 2011 8:36 pm

#1 is can relate to, i forgot which game im talking about, but if the enemy team didn't do this one main objective, there would be no time-limit increase and the game would end early with not much people getting anything out of it.
But im pretty sure there is no time limits.. on story.


There are time limits...otherwise the game would be unwinnable for defense. And if a game ends early, then you can just jump into another game.
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Lory Da Costa
 
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Post » Thu Apr 07, 2011 6:07 pm

There are time limits...otherwise the game would be unwinnable for defense. And if a game ends early, then you can just jump into another game.


yeh i guess that makes sense, not for single-player though! i take a while..
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Yonah
 
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Post » Fri Apr 08, 2011 4:29 am

I agree with REVO. Issue #1 concerns me, but the suggested solution is probably not the best.

Perhaps the option to surrender? I'm not quite convinced about this either, because it'll probably be abused.
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flora
 
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Post » Fri Apr 08, 2011 8:27 am

I want everyone to read this thread again with all the ideas and hwo everyone thinking of ways to counter something. THIS is what SD is trying everyday to do. balance it so everyone wins, and the losers know that they deserved to lose because of what they were doing. no for my opinion: Have a time limit and everyime someone does a GOLD objective (from objective wheel) in crease the time by lets say 10 seconds. (using the bomb bot as an example) theirs 50 seconds left on teh clock, the bot is almost at the target but becasue we know the game so well by then, we know its not going to make it. so you decide to help out the team in alot of ways. you blow up the door, increasing the time, giving people a quicker way to go, and winning the game. can someone give me drawbacks? and also: their is a set amount of gold objectives so yo ucant really overdo it to much.
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Kathryn Medows
 
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Post » Thu Apr 07, 2011 7:04 pm

I agree with REVO. Issue #1 concerns me, but the suggested solution is probably not the best.

Perhaps the option to surrender? I'm not quite convinced about this either, because it'll probably be abused.


Oh yea, I forgot. In normal gameplay, not competitive stopwatch, don't losing teams get like a "steal the intelligence" bonus objective that helps the team out? That would help break a stalemate.
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Luna Lovegood
 
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Post » Thu Apr 07, 2011 7:03 pm

Oh yea, I forgot. In normal gameplay, not competitive stopwatch, don't losing teams get like a "steal the intelligence" bonus objective that helps the team out? That would help break a stalemate.

It's not really a stalemate that's the issue here.

This issue is when the defending team dominates the attacking team, but they let them complete the core objectives to gain better stats for themselves (because the game lasts longer that way)
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FirDaus LOVe farhana
 
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Post » Thu Apr 07, 2011 9:29 pm

Maybe add a kill cap? :whistling:
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Alycia Leann grace
 
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Post » Thu Apr 07, 2011 11:45 pm

Maybe add a kill cap? :whistling:

Won't do good. If you get a lot of kills in just a regular game, you get punished when they try to complete an objective and you can't kill them because of a kill cap.
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Rude_Bitch_420
 
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Post » Fri Apr 08, 2011 7:35 am

It's not really a stalemate that's the issue here.

This issue is when the defending team dominates the attacking team, but they let them complete the core objectives to gain better stats for themselves (because the game lasts longer that way)


Well, again, I've personally never seen that, like in Bad Company 2. And if you get stuck with a team that does that, just find another game. Easy as that.
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Jaylene Brower
 
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Post » Fri Apr 08, 2011 1:43 am

Well, again, I've personally never seen that, like in Bad Company 2. And if you get stuck with a team that does that, just find another game. Easy as that.

Well, it's not really the intention of developers that you have to search another game. Or on PC when it happens on your favorite server...
I never seen it intentionally, but when someone ninjas a main objective, it might happen.
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casey macmillan
 
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Post » Fri Apr 08, 2011 4:32 am

Won't do good. If you get a lot of kills in just a regular game, you get punished when they try to complete an objective and you can't kill them because of a kill cap.


Right... also check my way above post its really long and it shares some ideas i got for the TIME.
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Jennifer Rose
 
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