Making Balance Together!

 

20 hours ago, xKostyan said:

on top of that that would eliminate a lot of a psychological factor for rank difference (like r10 fighting r15 even backed up by survivability and dmg buffs).

 

i totally get where you are going there.

 

i have no problem with 13-15 existing, i would just design it less of a step up than r9->r12. i think the main issue is, that those ranks are artificially tried to be enhanced / differentiated. the worst and best ships of the game are in those ranks. but you summarize it well. it is a huge psychological factor

 

imho 13-15 should keep its modularity, full access to all tech gadgets, but otherwise be similar to r12.

 

i am totally against stretching it further as the other post implied.

 

however on the psychological side of things, i think, its not just psychological, it is a somewhat unspoken of design issue. t4 and t5 were basicly the same thing with other ships, and t3 was more a subset of it, however resulting in a different meta, that until that point felt evolving. even the t5 implants were kinda more “tries to get some mechanic change into the gameplay” imho, but in the end, it made them single choice. t4 has a good amount of ships, t5 offers more individualization. since this is the case, they should never have been separate tiers, instead, 10-15 should be seen as one big family of endgame ships imho. In the past, the tiers summarized groups of ships better, psychologically, but it really depends on the “base design” what “comes through”

to explain in an example: dirty bomb has loadout cards ranging lead, iron, bronze, gold, platinum and whatever. while lead and iron have only 1 or 2 perks, bronze or anything above it has 3 - the max. so bronze is what you want gameplaywise, the rest is just skins. since this design idea is presented like this, you quickly adjust your expectations: yes there are iron and leads, and you wanna get bronze. but anything above that is not different. you dont see gold as better. you only see iron and lead as worse. you still may want gold or higher for heroes you love.

same goes for ranks. if the game presents you, that ships from r10/r11 onward are state of the art warships capable of endgame, the rank differences become less psychologically impacting above that. with the hidden bonuses however, you do not see this on paper, it is not presented this way. because there is indecision behind it.

 

if you get what i mean, how would you formulate this?

only asking, since i really mean it, and you and me are basicly almost identical i think in some of our basic expectations of balance.

 


 

something that seems unclear to me, should we send that form AND post it here, or just send that form?

1 hour ago, xKostyan said:

Meaning you couldn’t care less about the actual game balance and only here for the free stuff…

But I do! I already sent the application.

Don’t assume to know me and my methods!

1 hour ago, g4borg said:

 In the past, the tiers summarized groups of ships better, psychologically, but it really depends on the “base design” what “comes through”

to explain in an example: dirty bomb has loadout cards ranging lead, iron, bronze, gold, platinum and whatever. while lead and iron have only 1 or 2 perks, bronze or anything above it has 3 - the max. so bronze is what you want gameplaywise, the rest is just skins. since this design idea is presented like this, you quickly adjust your expectations: yes there are iron and leads, and you wanna get bronze. but anything above that is not different. you dont see gold as better. you only see iron and lead as worse. you still may want gold or higher for heroes you love.

same goes for ranks. if the game presents you, that ships from r10/r11 onward are state of the art warships capable of endgame, the rank differences become less psychologically impacting above that. with the hidden bonuses however, you do not see this on paper, it is not presented this way. because there is indecision behind it.

 

if you get what i mean, how would you formulate this?

5

 

Yeah, major power should grow queue range to queue range, and not rank to rank. Progressing through ranks should increase diversity of choices and experiences in actual battle, I hate when every battle you fight same 6-7 ships cause they are the most prominent to land you a victory, that is why I really loved 0.7 (roles introduction), for the most part overlapping mixed tiers, and lastly r10-15 queue because all those created battle diversity, where you relatively equally fight all sorts of ships.

I think, currently r11-r15 backed up by sane buff matrix can and should be fighting together, problem is that ships power is adjusted in the battle according to ever changing rules, but as a player I learn and get educated about ships (especially as a new player with lots of ship tree locked) from the Ship Tree interface. Constantly looking for development paths, perks, and stats of even locked syn lvl 1 ship.

So along with the lines of a buff matrix, Ship Tree interface has to present upfront clues on what to expect from the range of ranks instead of seeing it as 15(16 with crafts) separate steps.

 

Something as simple as color coding queue ranges over the ship tree like Gray / Green / Yellow / Red would have a long-term effect on players perspective, as well as showing it in your face what difficulty you are queueing with a current set of ships as well.

Same goes for Implants. And, of course, missions should be queue based, not rank based.

 

If that is what you were asking ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

 

2 hours ago, g4borg said:

 something that seems unclear to me, should we send that form AND post it here, or just send that form?

 

“Why not both”

I don’t expect [@CinnamonFake](< base_url >/index.php?/profile/257821-cinnamonfake/) or/and [@Doomb0t](< base_url >/index.php?/profile/256248-doomb0t/) read through the full thread (there is Russian thread as well), but hopefully, they will go through a majority of forms submitted.

One idea is sell raw materials like Vanadium, Silicon, Graphite… and Parts like Metal Blank, Graphite Plate… in bundles for Credits as the Lucky Container, but more cheap (i thought something between 3millions or 5 millions).

What is the point of us suggesting anything, when your team is clearly incapable of grasping the comprehension of the WORD “Balance.”  You’ll just do your own thing in the end anyways…

24 minutes ago, Alanthier said:

What is the point of us suggesting anything, when your team is clearly incapable of grasping the comprehension of the WORD “Balance.”  You’ll just do your own thing in the end anyways…

Clearly, you understand what balance is, wanna enlighten us?

What ranges of ranks can play in one battle? Try to mention your thoughts on general system of technical levels and ranks, crossing ranks in battles, etc.

range should be  limited  to tear only  T-1 with T-1  T-2 with T-2 T-3 with T-3 T-4 with T-4 T-5 with T-5

 

What should be the main parameters for matchmaking teams? Things like characteristics of the ship, the skill of the pilot, etc. Remember - a large number of parameters significantly increases the waiting time!

there should  be  3 options  squad , wing and  random if you do that PVP can actually be  a team activity not just a  random cluster of farmers

 

How should Jericho, Federation and Empire ship trees be changed, but not significantly, so that the game becomes more interesting? For example adding new modules, special modules, particular ship rework etc.

there should be a  tear manufacture ship for  every faction IE…R-3 manufactured   R-6 manufactured  R-9 manufactured  R-12 manufactured  R-15 (Kraken)<–example

 

What exactly do you think should be changed in Crew Implants system?

R-15 implants  should  give 10% synergy and  credits  for all three  implants  to allow a REAL choice for a  R-15 ships  also a  ANTI-CRASH implant should be  added to the  R-1 implant to be  fair to all ranks … IE… something that reduces the  crash damage  from 3000 damage  to 30 damage  so we  can fly like  we  want to again

 

What should be changed in the [Bonus System, which strengthen ships in uneven battles](< base_url >/index.php?/topic/31875-ship-bonuses-in-the-new-matchmaking-system/)?

nothing  needs  to be  done  on this  issue  if  all the  ships  are in the  same  tear, they need  NO BONUSES . this  is  pvp not  co-op we  shouldn’t  be  playing a R-6 against a R-15 its  just not  reasonable …but  if there are  so few players  playing  pvp then  make  every R-6-R14 ship into a  R-15 ship when it  enters the  pvp match

Just now, Original_Taz said:

What ranges of ranks can play in one battle? Try to mention your thoughts on general system of technical levels and ranks, crossing ranks in battles, etc.

range should be  limited  to tear only  T-1 with T-1  T-2 with T-2 T-3 with T-3 T-4 with T-4 T-5 with T-5

 

Do you want 30 minute queues or what? 

2 minutes ago, DeathWasp said:

 

Do you want 30 minute queues or what? 

no i want the  star conflict team and  the  players  to get on the same  page  and  do things  right  for  once

Just now, Original_Taz said:

no i want the  star conflict team and  the  players  to get on the same  page  and  do things  right  for  once

 

Yeah i dont think thats the right way to go lol

1 minute ago, DeathWasp said:

 

Yeah i dont think thats the right way to go lol

what is  the  right way to go Mr. wasp ?   let a  R-6 frigate  get slamed  by a  R-15 Taikin? over and over and over again ???

11 minutes ago, Original_Taz said:

what is  the  right way to go Mr. wasp ?   let a  R-6 frigate  get slamed  by a  R-15 Taikin? over and over and over again ???

Okay but no joke this is the current system. Such low ranks get paired with R13-15 that it’s not even worth playing.

2 minutes ago, TheDarkRedFox said:

Okay but no joke this is the current system. Such low ranks get paired with R13-15 that it’s not even worth playing.

really?! Since when? And how can I test it? ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”) 

1 minute ago, Tillowaty said:

really?! Since when? And how can I test it? ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”) 

Since they “balanced” PvP queue. I’ve seen as low as R7 fighting R15 ships.

6 minutes ago, TheDarkRedFox said:

Since they “balanced” PvP queue. I’ve seen as low as R7 fighting R15 ships.

full R7 vs full R15 lineups? I should try it

I believe the “factor” is that if you have an R9/10 equipped you are automatically queued in with R15 after like 1 minute or something. Not sure how it works but I’ve gotten in to several R15 matches with my R8 destroyer.

i just wanna have r11-15, and let the r9s have their fun in midgame. r10 can flip for all i care.

 

but the taikin is another question, does it really matter there which rank it is? i mean except of course it increases your chance slightly to luckshot it…

well whatever you do, do it fast.

 

the taikin and the ridiclous new mechanics imho currently kills this game for good

 

Just now, Original_Taz said:

what is  the  right way to go Mr. wasp ?   let a  R-6 frigate  get slamed  by a  R-15 Taikin? over and over and over again ???

 

Theres only one gamemode that allows lower ranks ships to get into t5 pvp and thats CTB, and if ure playing t5 why would u slot a cr@p rank ship to begin with, so "  let a  R-6 frigate  get slamed  by a  R-15 Taikin?" doesnt make sense to me.

5 minutes ago, DeathWasp said:

 

Theres only one gamemode that allows lower ranks ships to get into t5 pvp and thats CTB, and if ure playing t5 why would u slot a cr@p rank ship to begin with, so "  let a  R-6 frigate  get slamed  by a  R-15 Taikin?" doesnt make sense to me.

I think he means that the R6 taikin is as powerful as a R15 compared to a R6 frigate