[quote]MagicalMaster wrote...
[quote]FunkySwerve wrote...
No, I was talking about the races themselves, which are critical in a properly balanced PW. Sure, many of them have general characteristics, but if you look back you'll see I mentioned class abilities (like turning and defoliate) which specifically target by race. It's just one of myriad creature characteristics which an absolutely homogenous approach destroys.[/quote]
Let me get this straight: you're arguing that a PW cannot be balanced unless there are different races with spells/abilities that specifically target different races?[/quote]
Nope. You're going to have to make some effort to understand me if you want me to spend time responding to you. I think WS already explained the gist of my remarks to you, but to restate it in an even simpler way: having opponents of varied racial types is critical to a properly balanced PW. What is 'properly' balanced? Balanced in such a fashion that the abilities characters of each class are given access to are actually useful. Obviously, you're never going to get every ability perfectly balanced, but that's the goal, and failure to include a variety of racial types wipes out a decent chunk of core capabilities - think Ranger favored enemies, healing spells, negative damage, death magic, turning, etc etc. Can you omit these without going completely homogenous? Of course, but you'll have a lot of broken game mechanincs as a result.
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Not particularly (on the reframing).
I'm suggesting an approach that advocates trying to make all playstyles (or as many as possible) effective in every situation. This doesn't mean all playstyles have the exact same stats and abilities, simply that the net effect is to have them all roughly equal in every situation.
You're suggesting deliberately making some playstyles drastically more effective in some situations than others.
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I think your confusion stems from your continued determination to conceive of this as an either/or dichotomy, rather than a sliding scale. I'm not advocating just making playstyles vary in efficacy, but also builds. And I'm not just advocating it, but telling you that you MUST allow for this, to the extent that you want both meaningfully different playstyles, builds, and opponents.
[quote]FunkySwerve wrote...
Ouch. My wounded ego.
For those unaware, the Dunning-Kruger effect is the idea that incompetent people are too incompetent to recognize their own incompetence, thus they believe they are better than they actually are (roughly stated for the part of the effect relevant to Funky's comment).[/quote]
Actually, the corollary is relevant as well - that more competent people actually tend to underestimate their competence, suggesting a link between the capacity for being self-critical and competence, as well.
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So let's talk competence!
I can mathematically prove that the raiding guild (group PvE content) I run in WoW is in the top 2% of raiding guilds (and that's on two nights a week, versus 3-4+ nights for our competitors). Furthermore, Blizzard has stated that something like only 10% of the playerbase even does organized raids. That would put me roughly in the top 0.2% of the WoW population for PvE ability. Even if we assume we're off by as much as a factor of five for whatever reason, that still puts me in the top 1%. I have played at this level for something like five years in an extremely competitive environment and often ranked in the top 200 players of my spec (out of something probably like 250,000 players of said spec).
Does this make me a balance guru? Of course not. But it does mean that I can testify to the effects of different balancing methods in a competitive environment where it matters. I have seen the effects in WoW when it was more like the ideal you describe (back in Vanilla and Burning Crusade). I can tell you how competitive players will react to certain mechanics and situations.
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The skillsets required for being a skilled player in WoW (or indeed any game) and for being a skilled game developer have very little overlap. Further, it's not clear how being good at WoW qualifies you to 'testify to the effects of different balancing methods' when, by your own argument, WoW only applies one of those methods. This seems irrelevant at best, when we could compare our relative degree of experience in balancing the actual game under discussion...but you don't want to go there, do you?

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And I never claimed you had no regard for balance. I claimed you've never been in an environment where balance truly matters. If nothing is sufficiently hard and/or there's no competition to speak of, then balance is far less important and imbalance has far fewer adverse effects (and you're free to do more "interesting" things).
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This bit here is why I whipped out the nooblet/DK remarks to begin with. To paraphrase, you don't think I don't care about balance, you just think I have no idea what it is. Potato, potato. You are a very silly person. And by that, I don't mean that you're silly, only that you have no idea what being serious is, because you've never been in an environment where seriousness matters.

[quote]
http://tvtropes.org/...yDifferentSidesWarcraft I and II
Total Annihilation
Dark Colony
There's three (four if you count both Warcrafts) RTSes right there.
[/quote]
I've actually played all of those, though I have no recollection what the mobs are like in Dark Colony. I can tell you for a fact that in neither Total Annihilation nor Warcraft I-II are the mobs completely homogenous. If they were, the research needed to obtain most of them would never get done. The trope you're referring to is also familiar to me, and is a mockery of the position you're advocating - largely homogenous characters and enemies. As that site points out, sure, some units of opposed sides are identical, but that doesn't make the sides identical. By the way, I DID think of a game, though it's not really in the same genre. Chess. Oh, and checkers. Parcheesi. Othello. But if I have to explain to you why those are inopposite, there's not much point to my posting replies to you.

You have to go radically out-of-genre to find homogeneity. Football! Soccer! Ok, ok, I'll stop poking fun.
[quote]
[quote]FunkySwerve wrote...
Actually, yes, homogenization, to the extent you practice it, DOES mean things have to be exactly the same. Anything else is a step along that sliding scale towards what you are characterizating as RPS.[/quote]
Not really. Let's say we have class A and class B.p.[/quote]
Yes, really. To the extent that you practice complete homogeneity, YOU DON'T HAVE class A or class B. Is that sliding scale coming any clearer? Any other use of 'homogeneity' doesn't logically cohere.
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I'm only taking a step along your sliding scale to the extent that I think classes should exist.
[/quote]
Bingo! But, if you want them all to be equally effective against all enemies as you advocate, they might as well NOT exist. They are, in that case 'cosmetically different'.

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[quote]FunkySwerve wrote...
I'm going to skip quoting most of this in the interest of brevity. To summarize, you point out that their run logs show a pretty low deviation in dps for the varying roles - you say 11% from the average. To achieve that number, you begin by throwing out the lowest 6 DPS roles, admitting their failure in terms of balance:[/quote]
Not quite, because you apparently ignored the whole point about longsword versus bastard sword. Let's look at Arms versus Fury (warrior DPS specializations). Let's say Fury is 4% above the average and Arms is 2% above the average. No serious warrior is going to play Arms unlike there's some fight specific mechanic that favors it or unless he's just messing around. However, Arms is still well within that 11% deviation in theory. In practice, because the best players play Fury, Arms has lower parsed numbers and looks worse than it actually is.
Get the idea?
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I 'get' that more skilled players focusing on certain builds will skew outcomes, but you fail to explain the relevance of that to the larger point. The skilled players are flocking to those abilities for a reason, after all - the large deviations are not due simply to said flocking. When skilled players can disagree, you've hit a reasonable balance. Of course, that's not as likely to happen if you rely on oversimplified metrics.
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[quote]FunkySwerve wrote...
An unused class (or, by contrast, an overused class) is definitionally an imbalanced class. The unused ones might as well not be in the game, for our purposes, and the overused ones will quickly be exploited until nerfed. At this point I am left to wonder why it is you're holding up WoW as an example of 'balance.'

[/quote]
None of those are unused classes. They're "unused" damage specializations in classes that have two or more damage specializations. Blizzard will never be able to get all damage specializations within a class perfectly identical (because the specializations are not identical), which means people will typically favor whichever specialization is the highest at the moment, even if it's by half a percent.[/quote]
Whether you call them 'classes' or 'specializations' is a purely semantic disagreement, which does nothing to answer the issue I raised - if they're not played, they're definitionally imbalanced, whatever you choose to call them. I.e., not properly balanced.
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[quote]FunkySwerve wrote...
Anyway, to continue my summary, you then assume a certain range of AB without any explanation, and even more inexplicably assign a point of AB a value of 8.5% deviation. To be clear, when I say 'inexplicably', I do not mean that I don't understand, only that you're doing so without any explained basis.[/quote]
First, I assumed a range of AB where adding 1 AB would make a difference (because the AB isn't 20 or more lower than AC) and where the AB was not superior to the AC. Do you object to either of those conditions (and if you do, I'm guessing you might wish to allow AB to be superior to AC)?
Second, I didn't assign an AB a value of 8.5%. I said...
"a single point of AB is worth between 8.3% more hits and 40% more hits for a non-dual-wielder (more if we factor in Epic Dodge). If we average those numbers, we wind up with roughly 24%. But let's say we think that's on the high side, so we'll divide the number in half again, which gives us 12% (an AB of AC - 11 gives a 14% bonus, as a basis of comparison)."
I assumed you were sufficiently talented at basic math to understand how I got the 8.3% and 40% figures and you've claimed to have understood what I did. Why, then, are you objecting to me not explaining said math?
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Seriously? Ho boy...where to begin. First of all, flat difference between base ab and ac doesn't just matter in the range of plus or minus twenty, because of attack iterations, which bring each successive attack at a lower value. Second, you have mechanics like epic dodge, which throw a wrench in the works. Third, you arrive at your figures by assuming an average of the ranges - effecively assuming one armor class. You can't actually know what delta hit % an increase or decrease in ab will have unless you know the actual acs. Fourth, you cut out the portion of my response to you where I explained that you were attempting to compare apples to oranges, likening a single point of ab to nearly the entire range of DPS deviation you were talking about. You claimed that:
[quote]
gaining or losing 1 AB in NWN is more of a difference than the difference in damage output for the top 15 (out of 23) damage specializations in WoW. [/quote]
This just isn't the case, because even IF we know the relevant ACs, and can calculate an effective delta hitrate per point of ab, ab vs ac is NOT the only determinant of DPS - some hits won't deal damage due to resistance, immunity, or soak, and some 'hits' won't even land due to concealment or miss chance. Your 'analysis' is clownishly oversimplified, and arrives at a conclusion that is plain-on-its face wrong to anyone who's actually logged nwn.
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[quote]FunkySwerve wrote...
Of course, that doesn't speak to the even larger problem with your thesis: the notion that DPS is the only relevant determinant in what makes a build (or, in your parlance, a role) fun/rewarding to play, or able to contribute meaningfully.[/quote]
I don't think it's the only relevant determinant. At a minimum you'll note I've mentioned the idea of tanking and healing in addition to damage. Things such crowd control and interrupts (like failing a concentration casting check due to the opponent using an ability without actually causing damage) also exist but don't form entire roles in and of themselves - in fact, those tend to be handled by damage roles.
In other words, sometimes DPSers just deal damage (and avoid bad stuff on a fight). Sometimes they deal damage and have to crowd control. Sometimes they deal damage, have to crowd control, and interrupt abilities. Sometimes they have to do all of these and handle additional fight specific mechanics. It can be any combination of these things.
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Sure, you mention other roles, but you don't include them in your metric - you know, the one you use to 'prove' that NWN is inherently imbalanced as compared to WoW.

[quote]
[quote]FunkySwerve wrote...
Furthermore, if you look at that log, you'll see that the direct link between dps and ab you're trying to forge simply doesn't hold up, because of a variety of other gameplay mechanics like concealment and concealment penetration.[/quote]
Why?
Given otherwise identical builds with the difference that one has 1 more AB (and the other has 1 more Fort or something), concealment should affect both equally (assuming no Epic Dodge, which punishes the lower AB build more).[/quote]
Because you can't assume otherwise identical builds. You're trying to establish a unitary value for AB to convert it to DPS, which must account for, not disregard, all other mechanics. Otherwise, you might as well assume 'otherwise identical' ACs for all enemies - you're not going to reach an comparitively useful value. It's true that, all other things being equal, 50% conceal is going to to affect DPS of both builds equally, but all other things aren't necessarily equal - as I said, there are other mechanics that determine ability to hit. Does the build have blind fight? What about immunity to miss chance? And in HG, what about listen, which reduces the effects of conceal still further? And that doesn't even touch on other concerns, like percentage of crits, and crit confirmation rolls, all of which bear on final DPS.
If all that is too much for you to grapple with, just looked at the log I linked - like I said last time. You can easily see that not only does your putative 8.5% not hold up, a direct correlation between ab and dps doesn't hold up:
ab // damage // dps (runtime 196 minutes = 11760 seconds)
106 // 161299 // 13.7
104 // 111730 // 9.5
104 // 86744 // 7.37
100 // 136440 // 11.6
98 // 135619 // 11.5
96 // 38741 // 3.2
Rocket science, this ain't.
[quote]
[quote]FunkySwerve wrote...
Further, the exceedingly high dps of the sorc is NOT matched by a high number of kills - he was doing a lot of spead damage.[/quote]
What does number of kills have to do with anything? Is that considered important on Higher Ground or something? Do people literally compete to try to finish mobs off for some reason?
[/quote]
Lolz. As compared to what? 'Literally competing' to do more DPS?

It's another way of measuring build efficacy - obviously. Death magic doesn't deal damage (though it's convertable, it's not logged that way, making it useless according to DPS log parsing), and DPS doesn't reflect target difficulty, and in fact often reflects the opposite, since more difficult foes often have more immunes and resists. And that's just scraping the surface of what DPS doesn't cover - like healing, which is why many loggers also track rezzes (healing) and damage taken/absorbed (tanking). And all sorts of other things, too, like damage 'quality' - are you flailing away at trash mobs when your party mates are slugging it out with more resistant, but more threatening mobs?
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[quote]FunkySwerve wrote...
This obsession with DPS as the sole determinant of build/role success is a frequent source of bemoaning by our more veteran players. It's a real failing of WoW's balancing.[/quote]
It's an obsession for players who are performing the role of being the primary damage dealers. Furthermore, the obsession is about equal opportunity - the idea that a rogue shouldn't be brought over a warrior for DPS solely because rogues are better at damage (or vice versa).
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No, I called it an obsession because less-experienced players on our server tend to look at bald DPS to the exclusion of other factors, just as you are doing. This causes them to do things that are less-than-optimal for themselves and their party, like hacking away at 'trash' mobs that spellcasters can easily dispense with via instakill, instead of focusing on mobs that their build is more suited to dealing with. In extreme cases, they'll even slap on extreme amounts of damage immunity to a narrow spectrum and swing at damage feedback critters, racking up massive amounts of instantly-healed 'damage', while killing their party mates (that particular behavior produced some very amusing forum posts, until people started adjusting their logger programs).
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[quote]FunkySwerve wrote...
Of course, WoW is pretty far from a paragon of balance, as they pretty much throw out all their old content's challenge when they introduce their next expansion.[/quote]
What does this have to do with anything?
[/quote]
The point of balancing, as you yourself acknowledged above, is to produce challenging play. WoW tosses a great deal of challenging play out the window on every expansion in favor of number inflation, to appease the kids. It's a feasible approach if you have the zots, but not one that cares a great deal about balance.
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[quote]FunkySwerve wrote...
Totally with you on that one - I would redo NWN with the Rolemaster system, given the opportunity (it's d100 based, not d20, far more granular). I'll come back to this at the end, since I think we might actually get somewhere with it.[/quote]
Being able to use something larger than a d20 would help, but not solely because of granularity (which is an important issue). A d20 simply can't handle a gap of 30 points between AB and AC, for example. And higher level/higher magic worlds tend to get very large AB/AC/save gaps between different builds.
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That's another way of describing the lack of granularity at the top and bottom of the range.
Funky