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Old 07-16-2010, 11:08 PM   #1
chilledsanity
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pub simulation idea

I've been told that many ideas I consider huge balance problems somehow worked in beta testing. I've been told it's impossible to simulate a pub environment, but I had some ideas that you may want to consider the next time you test things to better simulate real world gameplay (at least for AvD):

-Have at least one person on each team play an inappropriate class (D scout, O heavy, etc.)

-Have someone either intentionally run the flag backwards at least once or else skip a cap point entirely for maps it applies.

-Have medics never drop medkits, even with teammates shouting

-Have at least 25% of the players use no move assists or jump.

-Have some games where scouts never use jumppads. Have other games where you have 4 scouts using jumppads.

-Have some games with at least half of O playing as soldier


This may sound ludicrous, but this stuff happens frequently in pub games, ESPECIALLY people who don't jump or use move assists. I think if you mixed people intentionally playing like this with players who know exactly what they're doing, you might get a better simulation of what the game is like in pubs.
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Old 07-17-2010, 06:01 AM   #2
Bridget
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The Beta Team should just make things work initially. They should balance things out generally, try to iron out any problems with it, but the real testing should be done by the public. This requires rolling out patches more frequently. The Team Fortress devs do this. No matter how much their beta team tests a weapon, the public almost always finds a problem with it and it ends up getting nerfed or buffed or changed a bit with the fix-patches that come out after major updates and between them.
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Old 07-18-2010, 06:51 AM   #3
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Send a message via AIM to squeek.
Is that you volunteering to get the patches together (making the code branches, testing the compiled code from the branches, packing RCs, making the installers, etc)?
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Old 07-18-2010, 04:34 PM   #4
CHURCHMOUTH
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Ill do it!
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