Fundamental Flaw Of Patching

SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
edited August 2003 in NS General Discussion
<div class="IPBDescription">not just ns</div> Through my course of gaming history, the games that I play get patched. Some for good, some for bad. 99% of the time when balancing a game through patches, the developers always seem to take things away from the game rather then adding things to balance the game. Examples:

Jedi Knight 2. To balance this game, they had to adjust the force powers. Instead of making the weaker force powers more powerful, they instead nerfed the ones that were already fine. They also had to remove certain moves from the game because they were deemed "too powerful" its not that the moves were too powerful (dfa, backswipe) its just that the other ones were weak and were never used! The playing field was completely even, its just that the more skilled players that know how to better play the game had to take the loss cause the nubs complained.

Warcraft 3. This game just went over the edge when it came to balancing. Anyone that played the betas knows, the betas were so much better. This was before they changed everything and removed so many aspects of the game. Creeping and experiencing got nerfed, the normal items were removed from the game to be replaced by these god-forsaken unbalanced "scroll of res" items. You get my drift. They removed from the game instead of adding.

Counter-Strike. This game was pretty balanced, but the things they removed made the game tard-land. The removal of strafe jumping and not adding something dumbed the game down. And now what to they do? They ADD shields! Whoa, wait a sec, for once we are ADDING something to a patch and not taking away? Interesting, lets see how that goes.

Natural-Selection. I have been reading up on the new changes for 2.01 and it does not look good my friends. (I can talk more in depthly about this topic cause I play a lot). The dev team obviously knows that aliens win more then marines do to the teamwork factor, and the fact that they are making the changes that they are making shows that. However, here within lies the fundamental flaw. <i>The aliens arent overpowered...the marines are UNDERPOWERED"</i>. Nerfing celerity and getting rid of the warp with movement chambers is NOT going to fix the problem. And what is this about only being able to gestate to new life forms near hives? Another aspect of the game removed. So many things are removed from NS but nothing is brought in to replace it. Jetpacking was a skill...nerfed. Strafe jumping, a nother skill...nerfed. Please keep in mind, <b>the playing field was always 100% balanced</b>, and never tipped to one players side.

Dont look at this from an opinionated point of view. Look at this from an allgebraic point of view. What is mathematically easier to do to an equation? Add? or subtract? To balance the pub game of natural selection the marine team needs some new toys, and some new options. Nothing has to be done to the alien side...thoughts?

Comments

  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
    I agree with you, it's not really so much that the marines are underpowered as in on pub play you're lucky to get a commander who isn't called "NSPlayer" and knows what he's doing.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    Well, I think you may be right at some points. I have played the CS 1.6 beta a bit, and shields are a great addition, as you can't use them without aliies covering your flanks and terrorists need teamwork to take down a shielder. Though, what's this about strafe-jumping? They removed that for realism. Don't try that at home.

    Maybe, for NS, instead of nerfing redemption, you could add a marine nano-jammer. It would shock nanos in the area and stop 50-75% of redemptions. Just my little idea.
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    AMEN, Ppl need to rember that the Art of Commanding takes time to learn for most. We need to wait till v2 commanders get good before crying "Nerf teh Aliens" Personally I find both teams to be well balenced in genral with a few small itemneeding to be adressed
    1 Onos should spit up marines when forced to redeem
    2 Aliens need a true counter to turret farms OR a cap needs to be placed on numbers of turrets
    3 shotty cost might need to be adjusted
    4 Either up Obs detection disatence or cut sensory cloak distence
    (dont get me wrong, I like having a 22/2 win ratio, But I do it with shotty rushes and Fodder farms)

    Other then number 2 these are "soft" nerfs that adjust the game in small ways rather then major class nerfs liek those patches do
  • 11alex11alex Join Date: 2003-03-01 Member: 14190Members
    edited August 2003
    Only balance problem I have seen with NS is the endgame issue when marines hole up in their base with turrets and nades. Give the aliens a counter to this, and we're good to go. (add, not subtract, like you say).

    Better to make both sides equally overpowered, if you like to look at it that way.

    Edit: Ok, that's not the only balance problem. There are a few other minor issues. Onos eating a lvl3/lvl3, HA/HMG then getting redeemed without spitting the guy out comes to mind. etc.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Okay, first, Jedi Outcast is the worst example of balance in the history of man. Let's not go there, it's sort of like the Daikatana of balancing.

    Now, you bring up WC3 as an example of how balancing/nerfing can go wrong. I'll bring up Starcraft as how it can go right... Starcraft had quite a few nerfs early on, and now it's probably the most balanced game ever.

    Counterstrike... None of those changes were for balance, they were for dumbing down. To make it retail-friendly, nub-friendly, etc... Good or bad, it's not for balance (CS rarely does things for balance, and those are normally things such as the big fixes after 1.6, and the sniper scope changes, and the AWP Changes). I don't play anymore (not for a very very very long time dating back to when the P90 was a **** weapon), but from what I know of recent changes, they don't sound like attempts to balance AT ALL.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The aliens arent overpowered...the marines are UNDERPOWERED<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Lies. It has nothing to do with overpower, underpower, it has to do with tech times, strategy viability, etc... People need to get their head around the fact that not everything is directly related to "power", and also that Flayra is changing things JUST TO SEE. Not because he expects them to be permanent. They're betas, experiments.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Jetpacking was a skill...nerfed. Strafe jumping, a nother skill...nerfed. Please keep in mind, the playing field was always 100% balanced, and never tipped to one players side. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Natural Selection is supposed to place teamwork and cooperation over skill. One ""elite"" jetpacker shouldn't rampage through an entire alien team... They should do better than a normal lad, but not to the extreme point you're referring to.

    And anyways, strafe jumping's not gone, I dodge skulks with it all the time. Bunnyhopping, however, is, because it's extra extra non-atmospheric, and made skulks kind of lame.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Look at this from an allgebraic point of view. What is mathematically easier to do to an equation? Add? or subtract?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    *rubs hands together with an evil cackle* Okay, first, it's algebraic. Please. Really. It's painful.

    Second, they're actually equivalent. Neither is easier or harder, they're interrelated operations to the point where they're merely two sides of the same token.

    A better example would be differentiation versus integration... However, it's not a direct application (we're not take the second derivative of Natural Selection). Still, if you think of differentiation as the "subtraction" of calculus, I doubt there's anyone in existence who would tell you integration is easier. That said, I think my point is, aside from the fact that you're example is fundamentally flawed, that don't try to involve very vapid analogies into an otherwise clear picture.

    Is it easier to balance a scale by adding a fifty pound rock, or rolling the fifty pound rock from the other side? Not that any of this matters, Flayra is merely shoving tweaks into the mix to see what might work down the road, in a real patch. And if you don't try everything, you'll probably miss something.
  • PathPath Join Date: 2003-06-28 Member: 17745Members
    Remember, these betas are <i><b>NOT</b></i> patches! The changes in 2.01c can help Flayra decide what needs to be changed. Notice how most of the alien changes relate to movement about the level? The problem right now is that aliens move out and dominate the map in the first few minutes of the game. So, is this because of all thier movement advantages over marines (Move quicker, evolve anywhere, celerity speed boost, etc) or is it something else? In order to find out, we change the aliens movement abilities and see how things pan out.

    Most of these changes are probably not final, they are just tests to analyze gameplay. Flayra has not gone happy with the nerf bat, I have more faith in him than that, and after 2.0, how could you not?
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Remember, these betas are NOT patches!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Amen.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have more faith in him than that, and after 2.0, how could you not? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Apparently because they believe NS should be a jetpack-whoring, bunnyhopping deathmatch.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    edited August 2003
    Jedi Knight 2 - 1.02 was unbalanced.

    People running around pulling other players onto the ground and then doing a back spin and spinning around 5 or so times to do 5x the damage was stupid and unbalanced. Not to mention you had idiots running around backwards with their saber flying around like no body’s business in order to try and get a back swing. Not to mention the horrible swinging DFA. That move was a damn joke. Looked like a freaking helicopter going through the air.

    1.02 was horrible. 1.04 is, in my opinion - perfect. There is not one aspect of it I don't like and I'm still playing it after a year or so. Course, I met some awesome people that want to make me come back to it, but the game itself now, is just fine

    Light Force forever! <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    ..."In depthly"? /:

    If the skulk changes of 2.01a have been removed (I think they have, but I haven't checked), then wouldn't that indicate that Flayra is keeping a close eye on what "works" and what doesn't? I don't think you've got reason to fear.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    adding something is always better than taking something out. though, sometimes adding too many things for ballance can be as bad as nerfing a weapon/upgrade/whatever

    imo if you add to the power of the weak stuff and degrade by just the ever slightest amount on a powerful weapon you'll get the ballance good. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    IE: 500 dmg weapon? dont increase the other one to 500, instead increase the lower one to a even number and very gently reduce the powerful one to the level where the "weaker" one is (50 vs 150, 100 would be the middle, and thus ballanced)
  • SpookSpook Join Date: 2003-07-29 Member: 18542Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->(we're not take the second derivative of Natural Selection)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No, this is just the first derivative. NS 3.0 will be the second derivative of Natural Selection. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1.02 was horrible. 1.04 is, in my opinion - perfect.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It's well balanced, but a lot of people left (including me) because it's quite a bit slower than what JO used to be... Not that that's neccessarily a bad thing, more tactical, but 1.4 pace was something quite different from earlier pacing.

    I also say JO is the worst case of balancing ever, because it started out with an unbelievably broken heavy DFA, and ended up, after much pain and agony, with virtually the same thing except without rotation, and with just about everything's potency decreased. A lot of work to figure out a fairly simple change.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    well, I think I also need to add I only play sabers, so, the weapons side of the game might be horribly unbalanced, I dunno.

    But who wants a short saber battle anyway? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    Quite wrong on several points. For Jedi Knight 2, well, really good single player game, but multiplayer wasn't balanced at all (and I doubt they even tried), unless you do no-force sabre duels. And it wasn't just nerfing, there were real exploits. For just one example, the light stance backwards stab. You could rotate while doing it, giving a much wider hit area for an attack that was already quite strong. The attack was so strong it wasn't uncommon to see the majority of players on a server running backwards, hoping to run into someone and get a backstab hit. Or the fact that a sabre below the floor still did damage. I believe the JK2 fixes were mostly for the better (as they fixed bugs). Not that the forces ever worked right, dark takes offensive powers, light counters with absorb and heal, and in the end the forces of both sides end up being effectively not in the game, except for neutrals like force jumping.

    Somethign similar is true for NS. Bunnyhopping may be a skill, but most of all it's an engine bug due to the way the Quake engine and its derivatives add up movement vectors. Just an unfortunate side effect of a somewhat flawed physics engine. When people start considering that the ultimate skill, something's wrong.
  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    When i first sore the topic title i thought oh no a steam lover then i actually read it me for 1 hate the idea of steam downloading files on the fly i like to know what im downloading and also have it for backups..anyway.

    The game makers make the game to the best of thier ability in thier little labs with only a few playtesters that have played games thier whole life as such when it gets into the public domain thier are going to be some issues with the 12 thousand people playing at the same time, also pub players always find ways to hack/exploit better then the game makers ever dreamed of.

    Patchs stand as a way to fix the issues with the game in the public domain, CS as one of your examples u said strafe jumping was removed this way to make the game alot more nub-friendly as Spazmatic said at the mo CS has to be one of the most possiblely worst game for new players as they take time to pick thier weapons and by the time they do BANG shot in the head by a guy they cant even see, the AWM as someone said (YES ITS A AWM NOT A SMEGGING AWP !!!!!!!!!!) is a hard weapon to use u have to stop to fire and at close range its useless unless u get a lucky shot, note on DOD/FA the sniper rifles can be fired without a scope with near perfect aim.

    NS isent to bad for patchs as they dont come out offen and are mostly server side to fix Massive problems in the games such as Engine siege from start type bug, Now u say everything gets nerf not so true look at SCs? celerity? MCs now have a tiny bit more use aswell HA is now immune to spores and the redep-devour is hugely overpowered.

    In short patchs are to fix problems with the game, Cheaters (cant wait for 1.10 goodbye ITHs and OCCY SOJS) YAHOO, or to sort certain balance issues with the game such as JP/HMG in 1.04 with i rather miss i have to say, HA was no longer used as JPs were alot better so... they made HA needed tbh i still prefer JPs to HA anyday even with thier massive nerf great for shotty/JP onos killing.

    Patchs stand as a way to fix problems the makers can see altho they then make more issues and bring out more patchs which make even more issues so u need more patchs............why do we need patchs again? someone explain it me? narrr thier just a way to fix issues/problems, see i could of put it in 1 line but i had to write a page worth no wonder i only have 1 post per day lol
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    this is where most patches flawed and you are EXACTLY right. but one problem persisits, NS is pretty much done everything it could to bring the HL engine to the max. i dont think NS could have anything added to it, well not anything big becuase HL engine does have its limits so Flayra and the other devs need to "take away" to try and blalance something that will never be becuase even if they changes were still going on nubs will cry and complain, i dont think this game should be meant a first time player could easily kill a vet, it should be based on the better player wins the 1 on 1, but think NOTHING is perfect <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> too bad it cant be
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i dont think this game should be meant a first time player could easily kill a vet<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes it is, kind of. A group of first timers should be able to take down a soloing vet (say, 4 newbie marines and 1 uber skulk). And an onos should be able to take down a light armor vet, at least some of the time (give 'em a shotgun and an appropriately confused onos might lose). The fact is, the game's oriented towards teamwork, not skill, and while them uber clans got skill oozing out of every orifice, their dominant trait is mad teamwork.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    <!--QuoteBegin--wlibaers+Aug 10 2003, 03:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wlibaers @ Aug 10 2003, 03:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The attack was so strong it wasn't uncommon to see the majority of players on a server running backwards, hoping to run into someone and get a backstab hit. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Man, I should've seen that...
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    biggest gripe: No warping with the MCs. Extra adren when your near it is not good enough. One of it's upgrades is nerfed, and once rines get motion tracking, silence is all but worthless unless your near a SC. In that case, they just scan, and your are dead. Adren the upgrade is great on fades and lerks, but umbra has been cut in half, and fades (while loads of fun for skilled alien players) are not cost effective. Ladies and gentelmen, I give you the 1.04 sensory chamber of 2.0. If this change stays, that is, which I hope not.

    Umbra nerfs: Turret farms to invincible mode! Now even with umbra, that onos will STILL die/redempt! And it's not like umbra was even used all that much, on pubs anyway(which is all I got). Not everybody has some clan they can run to for high end play. I think this might stay. Maybe not as drastic, but I expect some umbra nerf to stick.

    Hive cost: Yea, I too think hives are a bit too cheap. I expected a cost increas. However, I think that the new cost plus the next change on my list may be too much. I agree that hive cost needs to be raised, but just that change alone.

    Alien evolve change: What this means is gorges will have to run thier fat little butts to the hive site, instead of being able to evlove right there. Also, you can't always cap a res or put down a sense chamber when you need to if you are a skulk and have just cleared an area. This will really slow down alien res and tech. It also means the return of the permanent gorges, which is what some people have been wanting. If this change sticks, then hives will need more HP and/or the removal of the one-hive-building-at-a-time limit. May or may not stick, I dunno.

    HMG damage change: The end all be all weapon has returned! Actually, i don't think this changes much. So what if HMG can't kill buildings fast in the current 2.0? They just kill evertyhing else first so they the nader can do it for them. I say it will stick.

    Celerity nerf: Why? Are the big, bad onos still too fast for you? I really have no clue what this is for or what it intends to fix. Probably stick.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    the retro CS community should be revived. beta CS > retail
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Man, I should've seen that... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It was called arsefighting. Horrifically amusing, though you did get good views of Jan's booteh just before she spun around in circles faster than a druggie on a tireswing and sliced you into so many pieces Emeril would be proud.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the retro CS community should be revived. beta CS > retail <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Booyah, I want the ultra-abusive carbine with scope back! Or, CS' is a carbine version, right? I can't remember anymore, been so long.

    Oh oh, and non-clicky pistols, and bunnyhopping awpers, oh boy oh boy oh boy. It'd be like a Brady Bunch reunion, without the sobbing (or maybe with?) It'd be fun just because it'd be like reliving the dream (or nightmare?)
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    well i guess i got some good feedback and not too many flames...thanks afk food =)
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    edited August 2003
    This has to be one of the most intelligent posts I have ever read about "balancing". Kudos to SoBe.Dragon.
    I actually agree with you as well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    I only hope a dev or someone at least takes notice of this <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Young_TrotskyYoung_Trotsky Join Date: 2003-01-14 Member: 12285Members
    I agree that it would be better to beef up marines than nerf aliens, but one nerk i think is very necessary. Not read through this whole thread so I'm sorry if I'm repeating a previously pointed out problem with ns at the moment, alien RTs in the early game. I know this means taking away from the game but at the moment its very very silly, the aliens have 5 res nodes within the first minute of round start when the marines have barely made there way to the first node. Also it is extremely rare that the aliens have trouble putting up a second hive, theres always one free hive that the marines havent got anywhere near. Basically what I'm trying to say is aliens are just way too fast at getting res atm and I don't think speeding up marine tech is a very good idea as the early game will become even less significant. IMO the 50 res hive is a great addition and making alien RT's 20 or maybe 22 res again would alos be a good addition, need to try it in a few betas flay <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    Don't forget

    "Dark Age of Nerfalot"



    seriously, I agree. ADD, do not take away.
  • DougDoug Join Date: 2003-08-02 Member: 18723Members
    haha as a rare player of everquest i find "Dark Ages of Nerfalot" very amusing.

    i remember reading how the Archer(ranger) type class was very good in the beginning but was slowly nerfed to nothing.

    Same thing happened to a few other classes too i think.

    doug
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    edited August 2003
    Interesting point but unfortunatly....

    There are games out there that DO patch by adding stuff, ONLY.

    AC1 went through a huge period (like 3 years) where they refused to directly nerf anything. As a result the intire game got horribly horribly warped, the more they boosted one skill or another the further the game was broke due to...
    INFLATION! Different abilities slowly got boosted till everything was far more powerful than was origoinally intended making loads of content obsolete.

    Anyway, the problem is this:

    Balance problems are caused by theings being too weak and things being too good. Developers must fix balance by nerfing the too good stuff and boosting the too bad stuff..

    See?

    BlueGhost

    Edit> After re-reading your post they aren't 'taking away' stuff they're just chaning it. Jetpacks haven't been 'nerfed' they've been fixed, they just put in proper time based calclations rather than the HORRIBLY broken FPS based calculations.. They fixed some other border line exploits (like broken crouching noise + air acceleration code). Just cos you personally think a bug is a 'feature' as it helps someone who knows the game mechanics gain an edge.. Doesn't make it not a bug.
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    <!--QuoteBegin--BlueGhost+Aug 10 2003, 09:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueGhost @ Aug 10 2003, 09:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Edit> After re-reading your post they aren't 'taking away' stuff they're just chaning it. Jetpacks haven't been 'nerfed' they've been fixed, they just put in proper time based calclations rather than the HORRIBLY broken FPS based calculations.. They fixed some other border line exploits (like broken crouching noise + air acceleration code). Just cos you personally think a bug is a 'feature' as it helps someone who knows the game mechanics gain an edge.. Doesn't make it not a bug. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'm a low FPS player. The 2.0 jetpack gives me more thrust than the 1.04 jetpack. So while the effectiveness of the JP may on average have been reduced (because the comm could just ask who has a high fps and give them permanent flying ability), it really is a bug that was fixed. In 1.04 I usually asked comms not to give me a jetpack, as it was hard for me to use it effectively (depending on the map). In 2.0 I find them easier to use.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Funny you bring that up, Dragon. Blizzard took a No-Nerfs policy with their new Diablo II 1.10 patch and its working out well. The result of their constant nerfing made some characters outright useless and so now a few years later they are finally making it all good again.
  • NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
    Young Trotsky : If you noticed, the reason that aliens can get 5 nodes up within 2 minutes is because skulks can run to the nodes, go gorge, and get the node.

    In 2.01, they will be forced to evolve to gorge near a hive, then run to the node.... this is a change for the better i feel.

    Although I think redemption is a bit broken... I know onos' cost a lot and all, but at the moment on a pub without much marine teamwork, its quite impossible to die...

    I agree that adding instead of subtracting is a good idea...


    btw Spazmatic, you do realise Differentiation and Intergration, while being the inverse processes of each other, actually come from two quite different schools of math? And adding and subtracting is a better analogy for balance, after all we aren't looking at rate of change here....
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