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01-22-2009, 06:17 AM | #1 |
Join Date: Jan 2009
Gametype: Capture the Flag Posts Rated Helpful 0 Times
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How do devs balance this game?
For these kind of games with competitive teamplays, I always wonder how devs come to making changes for gameplay balancing purposes.
How do you balance the complaints made by pubbers and tourney players to satisfy both or one of the party? Do you simply make changes based on how vocal people are even if it may seem "dumb" to do so? Do you ever participate in some hardcore playing of your own games to observe some of the "problems" that players may speak about? If you can answer some of these questions, I would be able to understand what kind of directions you guys are going with this game. |
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01-22-2009, 10:42 AM | #2 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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We roll dice, mostly.
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01-22-2009, 10:56 AM | #3 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
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The beta team is quite large, and some of the testers secretly want to be designers, so a lot of balance discussion goes on amongst the beta testers then the ideas that seem to have promise are brought up to the devs. The rest is pretty secretive stuff afaik, I heard goats are involved.
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01-22-2009, 11:20 AM | #4 | |
FF Whiner
Server Owner
Beta Tester Join Date: Sep 2007
Location: Chair.. sometimes a couch
Class/Position: D Engy, D Soldier Gametype: Capture the Flag Posts Rated Helpful 1 Times
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01-22-2009, 11:46 AM | #5 | |
Fortress Forever Staff
Join Date: Mar 2007
Location: europe
Class/Position: anything Gametype: everything Affiliations: #teamfail Posts Rated Helpful 27 Times
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Quote:
the thing is, the way i see it, FF is still basically a beta. by this i mean that we still have a load of stuff that we all know needs changing, and it's just a matter of working our way through it all. when we finally do manage to get done all the stuff that's planned, i'll consider that the first "finished" version. obviously development will continue (and probably even increase as the game generates more interest), but the point is that all the big known issues will be solved and development can then focus on accessibility/tweaking/polishing/expanding/etc. the great news is that we're now actually really damn close to this first "finished" version. for anyone who hasn't experienced a development cycle such as this, i assure you that everything improves exponentially as the last few elements are put into place. when this is all done, and FF is ready, we can unleash FF onto steam and promote the crap out of it! oh yes we will.. so yeah, imo the future of FF is looking really bright now. brighter than ever. when playing FF now i get that buz-feeling that i last felt back when the CS beta was first released - i'm not trying to compare the two, i'm just saying i personally haven't felt that spark since then |
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01-22-2009, 02:01 PM | #6 |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Trial and error. Make class changes beta test discard or keep changes do it over again.
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01-22-2009, 03:13 PM | #7 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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The beta version of the mod has the variables exposed for damage, speeds, etc. and testers can tweak them as they play. They report back on what values feel right or keep a class useful but not overpowered.
Of course numbers can't fix everything, so we have to brainstorm features that make each class fun to play. If we agree that the feature would be useful, a coder implements it and we try it out. sometimes it works and sometimes it doesn't A good idea is a good idea whether it comes from pubs, clanners, or the devs themselves. Of course we play the game. If we didn't all play the mod from time to time we wouldn't continue to work for it. |
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01-22-2009, 03:41 PM | #8 |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
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I think the biggest problem currently facing the dev team is balancing the engineer for both league and pub play. The engineer has been a problem since release and, like the heavy, have gone some dramatic changes since release (the heavy has gone through slightly more dramatic changes, but the engineer has gained more features than the heavy has).
I think, right now, the pub and competitive communities are about the same size. This most certainly creates a problematic dynamic with balance. In most other games, the competitive community is small in comparison to the pubbing community. As a result of this, balance is generally done at a pub level instead of a competitive level and leagues will adjust rules accordingly. Currently, FF balance is pretty good. There is no one class to rule them all and most classes can be played on any one map without much of a problem. I think the biggest accomplishment is that soldiers and pyros can, generally, be interchanged. Going from a useless "LOL" class in TFC, to one that can actually compete is something of an achievement. Comparing this to the TF2 pyro, who still can't hold his own in competitive play and completely trounces the competition in pubs... I can easily say that the FF pyro was done better. As I said previously, the biggest task at hand is making the engineer more pub friendly without making him overpowered for league play. As it stands, the engineer is the strongest defender in the game when his gun is protected by someone. This mentality doesn't really work in public play as there is no incentive to protecting an SG that is not yours. There are no points to gain, no frags to get, no bonus, nadda. These are the kinds of things that get tossed around in the beta forums, and have been for a while. I can't comment on the dev forums though.
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"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
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01-22-2009, 03:52 PM | #9 |
Join Date: Sep 2007
Location: NC
Affiliations: None Posts Rated Helpful 0 Times
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In my opinion, most of the guys who have a say-so in the game play primarily in locked servers doing scrims.... therefore I believe the game in the future is just going to keep leaning towards these players rather than public gaming.
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01-30-2009, 04:30 PM | #10 |
Join Date: Dec 2008
Gametype: Capture the Flag Posts Rated Helpful 0 Times
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You mean when you couldn't distinguish T from CT and the only map available was a very dark mansion? hope not
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01-22-2009, 09:27 PM | #11 | |
Interzone technican
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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Quote:
They've chosen the soldier to be ridiculously overpowered as a reaction to the far to fast conc-classes (and because they like to own everyone playing that class) and the rest has to remain 2nd-rate classes ... Now they are doctering on that mess ... the solution would be easy: detune conc-classes -> no handheld-concjumps, larger turn-raduis when on high-speed ... then that overpowerd soly wouldnt be needed anymore, so detune him, bring it on line with the other classes and then the whining about the weak sentry would cease as well ... but no, they want their need-for-speed,as slippery as an eel, gameplay on such exciting (cough) maps like plasma_b1 so they can enjoy their own l33tness over and over again in pickups so they can quickly forget about the mess on the public-servers ... Last edited by mixer; 01-22-2009 at 09:41 PM. |
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01-22-2009, 09:38 PM | #12 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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Ok!
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01-22-2009, 11:03 PM | #13 | |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
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Join the beta team. Your ideas are fresh and original. |
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