Making Balance Together!

Must you use the most desperate thread ever created to ejaculate all your wise thoughts in here?

It’s not like any of your skills or “weakling” announcements make the game any better. Try to act as a community for once.

I love you all but please consider that not everyone wants to witness your collective wanking.

1 hour ago, Oregyen said:

I love you all but please consider that not everyone wants to witness your collective wanking.

 

So you are saying there are some… say no more!

1 hour ago, xKostyan said:

So you are saying there are some… say no more!

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12 minutes ago, Tillowaty said:

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17 minutes ago, xKostyan said:

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Znalezione obrazy dla zapytania i do?

Balance  wtf    

n this game

we

and everyone I SPEAK FOR

are at a basic disadvantage 

every game

 It’s why we fight

 BEASTs

16 minutes ago, HalfFast said:

we

and everyone I SPEAK FOR

 

We are gonna need names  ![:017:](<fileStore.core_Emoticons>/emoticons/017.gif “:017:”)

for science and stuff

2 hours ago, xKostyan said:

We are gonna need names  ![:017:](<fileStore.core_Emoticons>/emoticons/017.gif “:017:”)

for science and stuff

Count me in, we need balance in this binch.

Attention, pilots! We’re pleased to get so much answers in our little feedback contest. As you know, the reward is being given manually. So if you didn’t recieve one yet, don’t worry. The process may be long, but everyone will get their prize at the end ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)

the problem with balance is  … product vs. profit …  the bottom line is  that there are a maximum amount of players that can be  logged on at the  same time  and still have a  playable  FPS . so players  want new  things  to buy (product) but  in doing that it  requires more  server space  to store the  new  ships  and  that results in the  maximum online players  being  reduced (profit) to save  space on the  server .  so how  do they balance  this  problem …     veteran players  buy very little  product . they have  everything  and  have  been buying and  farming  for  years  and  now  just play for  fun (take up space) . so whats the  solution  ??? these  veteran players  need  to be  removed from the  game  to make  room for  new  players  that still need to buy everything. how  do you remove  a  group of players  that have  been loyally paying and  playing  the  game  for  years ? …anger them frustrate  them infuriate them  till they simply find  another game to play  …  (phase 1)enter  the  R-14 destroyers  … wow  the  veteran players  loved those  …$1000’s later and  they had  all three  dominating the  game  like  never before  …for  one  month at least till the  R-14 destroyers  were  nerfed  to extinction. (phase 2) enter  the  Tai’Kin the  first ship to basically destroy PVP  (the original beta idea for this  game) no hull no shields but  you cant hit it  with any main weapon .however it  can hit  you and  when it  does  your  dead  in three  shots  … so what is  balance  … a revolving  door  of  new  players  that pay $500 over  2-3 months  then get bored  and  leave , making  space  for  the  next group of  new  players  doing  the  same  …  so balance  has  very little  to do with match making  or  ship ranks  and  a lot  to do with finding a way to charge  players  regularly without  taking  up server  memory  (IE… giving  them product) 

1) What ranges of ranks can play in one battle? Try to mention general system of technical levels, crossing ranks in battles, etc.
I had similar suggestion like xKosty about the ranks, but I would create only 3 Tiers/Queues.

 

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2) 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
We need balance first in modules and ships.

IMO they should reduce the difference between the mk1 and mk5 modules. The experience difference is more than enough for the new players, we don’t need the grind gap to be that big. 5-10% between mk1 and mk5 is more than enough.
I think the other problem is the Taikin and Tharga evolution tree. they should force the players to get the right amount of active and passive modules to stop the players to build special tools for gametipes with 1-2 active bonuses and full bonuses. Also the teleport need to be nerfed with a resist drop and a short delay b4 jump.

Damage of the autoaim weapons should be reduced significantly.  
 
I think the main parameter should be the avgkill / battle in a daily/weekly timeframe since no matter what gamemode you play, killer players will decide the games.
I don’t agree with squad restriction in any Queue, but specially not in Hard queue. Players should be able to get games in squad form the beginning. No matter what 4 player squad up, you can balance it with more killer player on the other side.
 

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3) 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

I think the question is wrong instead of tweek the basic factions, they should nerf the Elly fraction. I think that fraction has too much freedom, imo they should limit the options of Elly.
 

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

 I think the crew system is great but not clear. I would colormark the Tiers , (T1(green), T2(yellow), T3(red) in my concept) and colormark the implants as well. And I would bind the implants to Tiers instead of Ranks. In the current system I’m sure 90% of the newbies and 70% of the casual players has no idea that R9 implant doesn’t apply to R5 ships even if they unlocked it. Also if they would bind it to tier they could add more implants in the future or remove. Currently we locked to 15 implants and if we remove a
few ranks we should merge a few of them if it doesn’t change.

 

======================

5) What should be changed in the Bonus System, which strengthens ships in uneven battles?
Bonus system is great but I would balance all ships in the tiers and I would only give bonuses to ships what played in a higher tier than it is designed. The problem with the bonuses are you don’t see them while you assembling your ships, so casual players can’t calculate with them.

Obsolete comment.

On 29/05/2017 at 11:11 PM, CinnamonFake said:

11:11 PM    11:11

 You waited just to post at that time ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”) That’s Balance

I already answered on the forum, but answering here is better for discussion.

In my opinion, the thing to really focus on is this:

 

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.

The answer is quite simple; go back to how it was in the early Beta, where the sub-faction changed the special module.

 

This is a really simple way to create progression within tiers. Right now, if you have 2-3 gunships in the same tier bracket (ie: Rank 4 and 6) you end up making one objectively worse than the other to encourage progression. After all, if a Rank 4 is as good as a Rank 6, why bother with the Rank 6?

 

But this approach fixes that problem. Both gunships can have the exact same stats, same number of slots, even same type of slots, but the Rank 4 only has a standard Overdrive whereas the Rank 6 gets a Legion Overdrive - one that takes longer to recharge but adds damage resistance to your ship. Now there’s a choice to make as to which ship is better for the given situation!

 

This in turn makes it a lot easier to balance games. You no-longer need to arbitrarily cripple certain ranks compared to later ones, which means you can have tiered matchmaking that works; 1-3, 4-6, 7-9, 10-12, 13-15. Each ship in that bracket is equal the rest, with the difference being a lower-rank ships have more basic versions of the special module. Alternatively, you could push for a more skill-focused form of ship balance; Ranks 1, 4, 7, 10 and 13 tend to have strong passive stats, whereas Ranks 3, 6, 9, 12 and 15 are much more reliant on the use of specials to get the most out of them. As a result, the “entry level” ships are better when the classes Special / unique modules are on cooldown, but the higher ranked versions are stronger when those modules are active. Ambush an Apollo with a Lightbringer on Overdrive, the Lightbringer should win; attack that same ship with your Overdrives on cooldown, the Apollo should come out on top.

Mid Rank / ships would primarily be the faction’s “off” class; Imperial Commands, Jericho LRFs, etc. Premium ships would act like top rank ships, but with the module of the missing faction. Again, to use an example; if the Empire have a Rank 4 “Army” Gunship and a Rank 6 “Legion” Gunship, then the Rank 5 ship would be a Warden Command and the Rank 6 Premium would be a Warden Gunship.

 

Now not every tier has to follow this structure rigidly. The Styx doesn’t have to be bumped to Rank 8, for example. But that general pattern would remain.

My 2 cent.

 

 

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

 

1-3,4-6,7-10,11-15. With no crossover between these 4 ‘tiers’ Max rank ship slotted decides which q.

1st two ‘tiers’ are beginners area, limited ship ranks modules etc. However players with even a little experience to get to 4-6 will dominate 1-3 so keep separate so as to not discourage new players.

7-10 ‘core’ area of the game many older players favourite R9 ships still very viable destroyers are limited through being only R8 and the top of ‘tier’ are some very good but largely underused r10 ships. Also new spiral and endeavour gives players 1st chance to usefully customise non destroyer ship.

11-15 end game content. R11 has most regular ships of any rank in the game increasing variability and choice in specialisation. Players new to the ‘tier’ can build a destroyer at r11 if they believe it will help them. Dart and Gargoyle start at this rank giving a player a further taste of ship layouts unique to them. All ranks afterwards are only increases in power and player specified modifier layouts.

Finally no pvp q without at least 3 ships in slot.

 

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!

 

Player skill, specifically w/l and k/d. Large squads should have to team with much less experienced players.

 

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

 

Module reworks, much less single button push beacon denial weaponry.

Choice of passive ship bonuses when levelling regular ships, much the same function as ‘building’ a ship but with no choice of passive modifiers. Decreases the amount of same builds that develop in regular ship tree.

 

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

 

Only a change to the interface to highlight the level at which the implants will effect the slotted ship. Also new players should not have to ‘unlock’ each crew as they are at a severe disadvantage from not being able to customise each ship.

 

What should be changed in the Bonus System, which strengthen ships in uneven battles?

 

Similar percentage + based system as now within each ‘tier’. Should allow for smaller additions within the rank grouping but ranks 13-15 excluded. Viable then to purchase R12 premiums as last rank where bonuses will be in effect. Also r14 destroyers, r13-15 alien ships and fully customised crafted ships will not be further buffed by rank bonuses.

 

 

Something needs doing this game is a poor imitation of past self.

WHAT PART OF THEY KNOW  AND DON’T CARE DON’T YOU UNDERSTAND ???

21 minutes ago, Original_Taz said:

WHAT PART OF THEY KNOW  AND DON’T CARE DON’T YOU UNDERSTAND ???

 

I’m sorry but what part of this last patch makes you think they don’t care? From what I have witnessed the game is finally stable again and they are literally giving away everything right now. Tons of Mono, ~6 premium ships that you can build and farm MORE mono with. So I ask again, sir, why do you say this?

Just another hater…

I wrote quite a bit of stuff, but didn’t copy it here.  Mainly something about making ships unique by adding small things of interest, similar to Paloms shield but could be inbuilt to the ship so people don’t forgo it because it “costs money”. This unique ability would be small, I.e. Maybe you only get the 200dmg pulsar or you get a turret that deals  200 damage etc. I had more interesting ones on the form.

 

And for implants,  a ship from its implant faction gets 10% bonus from those implants, eg Jericho ship gets 10% better stats from Jericho implants. It may change up some peoples choices.

1 hour ago, RennieAshII said:

I wrote quite a bit of stuff, but didn’t copy it here.  Mainly something about making ships unique by adding small things of interest, similar to Paloms shield but could be inbuilt to the ship so people don’t forgo it because it “costs money”. This unique ability would be small, I.e. Maybe you only get the 200dmg pulsar or you get a turret that deals  200 damage etc. I had more interesting ones on the form.

this is a nice idea, I suggested something like it god-knows-how-long ago

 

edit: found the post