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unbalanced

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Ulterior:
99% of you didnt understood what I have said.

I say that snipers should be placed in the map edges while entering the scene!!

Ulterior:

--- Quote from: zuhardu on June 07, 2011, 06:08:54 PM ---Bypass and knock out are the only chances for a sg to win against a bg. Tune that and you only have bg in FOnline. And even that is not a sure win. I've seen too many times bypasses and knock out by a sniper and still the sniper lost, but almost never i've seen a bg scoring a critical with a mini/avenger and lose a battle. And that is balanced, bg scoring a crit is not as often as sg scoring one. Also, there is TB that is owned by BG. I actually never lost a battle with my BG/burster build against a sg crippler in TB. Better seq, better AP, better damage and the chance to use bg/sg weapons. If you you want to balance something, balance this.

--- End quote ---

That's is right to the point

Eternauta:
In my opinion, "combat balance" is not really possible in FOnline.

The most important problem that shows up when we talk about balancing "combat", is what we actually mean when we use that word. FOnline features both real time and turn based modes and each combat mode has its own characteristics. And there is also the difference between PvP and PvE (which in this game are not always separated, as there are slaves and mercs).

2238 also has Town Control, which could be considered some sort of subcategory inside real time (TC is not necessarily the same as real time combat in a random enc, or a skirmish between very small groups, etc.) but even when it is only one of the combat possibilities, TC has become "the" model of combat in 2238, probably because it's the main way for pr0s to show their might. And weapons used in TC are considered "the" weapons of the game.

"Combat" cannot be balanced (this is, make it work perfectly in every kind of combat situation), it can only be made better for a specific kind of combat. If TC is balanced, some people might still whine because build A pwns build B in turn based. Same goes for weapons, Sniper Rifle and Avenger might be balanced but we still have a lot of others weapons that have become marginal.

Tl;dr version here.

Surf:
"Perfect balance" is impossible. Even big developer studios still twitch and twirl the mechanics on their mmos and are far from being balanced. You're asking for too much here.

jonny rust:

--- Quote from: Trias on June 11, 2011, 09:44:29 PM ---I think this is pretty much an argument against power gaming/alting rather than lifegiver itself and in my opinion you are absolutely right. Skilled or balanced characters as I would call them have no place alongside 'low intelligent tank builds' or power gamers.

It would be great to wander across the wasteland and find a guy who's a mechanic and pretty damn nifty with a rifle, or a slaver with a fetish for blades. Rather than 150 down syndrome burns victims with an acrobat's agility. However this will never happen and is only possible within the realms of RP.

--- End quote ---

it could happen, the game just needs to necessitate it. I like the suggestion about making water intake necessary in order to travel. If characters want to go anywhere without a car they will need to be able to find water in the waste which will require a certain level of outdoorsman slanting the scale a bit more towards skilled. If they choose to use a car instead they will need to be able to use a toolkit, especially if driving had risks such as critical car failures.

I think once the game becomes more balanced so will the characters, but I see lifegiver as one of the most unbalancing factors in the game (probably right after the current state of the critical system) mainly because it creates such a huge gap between chars that have it and chars that don't...

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