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what was intended for character-balance?


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#76
Ardat-Yakshi Master Race

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Am I the only person in the forums that is almost ENTIRELY power dependent and almost never actually use my weapons..... And am I the only person that doesn't think reload canceling is a gift from the goddess?



#77
Shampoohorn

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Am I the only person in the forums that is almost ENTIRELY power dependent and almost never actually use my weapons..... And am I the only person that doesn't think reload canceling is a gift from the goddess?

 

 

You must enter the church to see the gifts.  Come inside and kneel at the alter of your new mistress.

 

ME2_SG_-_Claymore.png

 

 

What most of us discover at some point is that weapons are much more effective at killing mooks than powers.  Why is this?

1) As you manifest grows, you get access to high level UR weapons.  Powers on the other hand are the same from the first time you get a kit to level 20.  Most UR weapons are very good.

2) Mooks have many ways to avoid powers, like dodge or phantom bubbles

3) Cooldown matters much less then you think it should -- except on a few kits -- so you can take a high damage weapon and still use powers effectively.  It's pretty easy to shoot the Wraith at somethings head between your priming and detonating powers.

4) Weapons became more effective as a result of balance changes, patches and DLC.  Despite the whining about the krysae, piranha, etc., the buff:nerf ratio was actually about 10:1.  Bioware changed the enemy shield gate.  Stuff like that.

 

 

Pretty much any kit will kill stuff much faster if player equips a powerful weapon and knows when to squeeze off shots.


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#78
NuclearTech76

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L2P issues confirmed.

Yes this could've been summed up much earlier with that. 


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#79
Cyonan

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Judging by how DA:I is, I unfortunately don't see that happening. I also worry it won't be able to even be datamined properly, because from what I gather, it's relatively difficult to datamine the frostbite engine (please correct me if I'm wrong, though). I don't think there are any DA dataminers, just people who test things, because there are actually damage number popups in the game.

 

It's more difficult to datamine, although I haven't really even been able to play DAMP due to way too many issues with it. I've pretty much just given up and moved on to playing other games at this point.

 

I haven't been following it, so I don't know if there is anybody quite as dedicated to datamining as people like myself, Peddro, Corlist, Dunvi, etc. for the DAMP community.

 

I'll be applying myself a lot more for ME4.


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#80
LuckyStarr

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What kind of mining are you talking about? Stats? BF4 has no problem updating their web portal, Battlelog, with stats.



#81
Cyonan

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What kind of mining are you talking about? Stats? BF4 has no problem updating their web portal, Battlelog, with stats.

 

It's more stats and mechanics involving guns, abilities, enemies, etc. rather than player performance like the battlelog gives.

 

Mass Effect 3 was pretty bad for not giving us the details.



#82
Chealec

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So let's say the reload time for a certain weapon is 2 seconds. Then, it's one of the two things:

  1. either the animation time is 2.0 sec, but the clip appears as inserted slightly sooner;
  2. or the clip is inserted after 2.0 sec after the reloading has begun, but the animation is longer.

 

It's option 2 - balancing the gun reload times is far simpler if you just have to change a number rather than change a number and re-synch the animation every time you want to tweak it. You can also just tweak the numbers in a balance update whereas rolling a new animation into the game would probably require a patch - which means shelling out cash to either Microsoft or Sony to roll that patch out to their respective platforms.



#83
waltervolpatto

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LuckyStarr, I think I can make a parallel with real life.

 

We are in a shooting range, and you have an automatic pistol in your hand.

You shoot the 6-9 bullets (whatever applies) and at this point you:

1) unload the empty magazine

2) load the new one

3) slide the barrel to put the round in the chamber

4) re-aim and shoot.

 

The Idea behind the RC is how much time you took to do all of those operations (especially 3 and 4). if you are a good shooter you can cut that down, if you are more cautions you cannot.

 

But I agree, having powers shooting form my hand seems waaaaaay more reasonable than RC.

 

On another note, TSol, try with any weapon with lots of bullets: Eagle, Hurricane, Tempest, most of AR, Pirana, put some incendiary ammos and either skip mine or CS (for the beginning). Is not too bad...

 

 

On another note, I LOVE the wraith and I also apreciate the Claymoar.....



#84
Cyonan

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It's option 2 - balancing the gun reload times is far simpler if you just have to change a number rather than change a number and re-synch the animation every time you want to tweak it. You can also just tweak the numbers in a balance update whereas rolling a new animation into the game would probably require a patch - which means shelling out cash to either Microsoft or Sony to roll that patch out to their respective platforms.

 

The way it works is that the two things are separate from each other. Once you begin reloading, the animation will take X seconds and the reload will happen in Y seconds. The thermal clip also visually gets ejected when the reload happens and is not attached to the animation.

 

You could change the number in a balance change, although they synced the thermal clip ejecting up with a specific part of the animation so it might look a little odd. You can actually change the reload speed as well, but the actual reload animation wont be altered and it causes visual glitches. Setting a gun with a 2 second reload animation to having a 1 second reload speed will cause the game to simply cut the animation half way through.

 

I imagine it wasn't done for balancing reasons as well, since they avoided changing reloads entirely.



#85
BeardyMcGoo

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I'll be applying myself a lot more for ME4.

 

Excellent news. I haven't seen one dataminer for DA:I. I mean, yeah, there have been people that do some of the things that peddro did, testing out damage taken/received and whatnots, but that's only because damage numbers actually pop up (but aren't static numbers, like ME3). No one has needed the tools that peddro had to use to get that information, so I don't necessarily think I would call it datamining.



#86
MajorStupidity

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Do you actually believe that player discovered exploits are something new in ME3? Player communities have been discovering the most optimal solutions to problems in game for years. I really don't believe it is something a develop should consciously work around only really stepping in if the exploit in question totally breaks the game (reload cancelling doesn't come close). Animation cancelling in particular has been around for a long while it is nothing new.



#87
Cryos_Feron

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Of course it is not intended for noobs. It is marketing trick, they give you something to learn over time, it gives you illusion of progress and being good at the game. All of that makes you stick around and play even more.

Same goes for RNG store. That makes you spend money on BW points, or do speedruns (which contributes towards game's statistics)


I like this post a lot and thought it deserved special attention

#88
Chealec

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The way it works is that the two things are separate from each other. Once you begin reloading, the animation will take X seconds and the reload will happen in Y seconds. The thermal clip also visually gets ejected when the reload happens and is not attached to the animation.

 

You could change the number in a balance change, although they synced the thermal clip ejecting up with a specific part of the animation so it might look a little odd. You can actually change the reload speed as well, but the actual reload animation wont be altered and it causes visual glitches. Setting a gun with a 2 second reload animation to having a 1 second reload speed will cause the game to simply cut the animation half way through.

 

I imagine it wasn't done for balancing reasons as well, since they avoided changing reloads entirely.

 

Ah - oki - I just assumed the animation would be based on a given number of frames not that it would have its own timer :)



#89
Deerber

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I didn't say the word "exploit". RC is not an exploit, clearly. I don't care how you play as long as you're not dragging the team down. If you like a weapon because it can gain high DPS due to a bug - by all means, just don't tell me it's a good weapon because a bug makes it good.

 

The fact that RC is wrong has no relation to whether it's intended or not. Even if RC is written into the specification of the shooting system and was implemented according to specs, it's still a bug according to common sense.

 

 

So let's say the reload time for a certain weapon is 2 seconds. Then, it's one of the two things:

  1. either the animation time is 2.0 sec, but the clip appears as inserted slightly sooner;
  2. or the clip is inserted after 2.0 sec after the reloading has begun, but the animation is longer.

Either way, it sounds like a bug to me.

However, I can see how animation could be a tricky thing for the game engine, and it's quite possible that the engine can't simply speed animation up or slow it down. I. e., if reload animation for a weapon with 2.5 s reload was created to be 2.5 seconds long, and then a patch was released making reload time 2.0 sec instead (for balancing purpose), certain game engines may not be able to scale the animation automatically - you'd have to still wait 2.5 s, even if the clip appears inserted at 2.0 s mark. I don't know how Mass Effect's engine handles animations (is it Unreal Engine?). But if case 2 is trued for this engine, I can totally see how they could implement RC to let you actually experience the intended reload time.

In that case, RC is not a bug, but a fix for the animation time scaling bug (or, rather, lack of animation speed scaling). But there's still a bug here somewhere!

 

I know Battlefield 4 (Frostbite) works that way - it can't set the animation to be played at certain speed; the reload animation is played exactly the way it was originally recorded. So they have a problem with adjusting reload times, and I've heard they're going to investigate it. So far reload cancelling is a thing in BF4, although it's not nearly as convenient to use as in CoD, so I never used it there.

Mass Effect 4 is being made with Frostbite, isn't it?

 

 

I'm actually trying to, can't you tell? Yes, need to try harder (no sarcasm). I'm working on it.

 

 

Maybe not. Maybe it's a crutch to circumvent the animation duration scaling bug.

 

 

Hey LuckyStarr, look. You seem to be quite the decent guy. But this obsession with calling "a bug" something that is clearly not does not make you shine in a good light, as far as relationship with other people on here go.

Because, quoting from wikipedia (yeah yeah, not reliable source, bla bla bla... Goo look it up in any other dictionary if you want to):

 

"A software bug is an error, flaw, failure, or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways."

 

Since, as it was shown above, reload cancel was willingly put into the code by a developer, it just cannot be a bug.

 

If you don't see it this way, you either have a problem comprehending the concept of "bug", or you use a different logic than all the other people on this world do.

 

Also,

 

Yeah, yeah, yeah... Reductio ad absurdum is a very powerful demagogic trick, as it can be used to derail absolutely any argument once you realize you can't win it with formal logic and reasoning.

 

Actually, reductio ad absurdum *is* (part of) formal logic and reasoning. Get your facts straight? ;)

 

You must enter the church to see the gifts.  Come inside and kneel at the alter of your new mistress.

 

ME2_SG_-_Claymore.png

 

 

What most of us discover at some point is that weapons are much more effective at killing mooks than powers.  Why is this?

1) As you manifest grows, you get access to high level UR weapons.  Powers on the other hand are the same from the first time you get a kit to level 20.  Most UR weapons are very good.

2) Mooks have many ways to avoid powers, like dodge or phantom bubbles

3) Cooldown matters much less then you think it should -- except on a few kits -- so you can take a high damage weapon and still use powers effectively.  It's pretty easy to shoot the Wraith at somethings head between your priming and detonating powers.

4) Weapons became more effective as a result of balance changes, patches and DLC.  Despite the whining about the krysae, piranha, etc., the buff:nerf ratio was actually about 10:1.  Bioware changed the enemy shield gate.  Stuff like that.

 

 

Pretty much any kit will kill stuff much faster if player equips a powerful weapon and knows when to squeeze off shots.

 

I'm quoting this post because it is very informative and should be carefully read from many new players who want to improve their gameplay.

 

Also said, QFMFT.



#90
Dalakaar

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What most of us discover at some point is that weapons are much more effective at killing mooks than powers.  Why is this?

1) As you manifest grows, you get access to high level UR weapons.  Powers on the other hand are the same from the first time you get a kit to level 20.  Most UR weapons are very good.

 

That's true and untrue. Weapons and powers are linked, particularly gear and weapons mods. When you have access to higher end UR's and Mods your powers come faster, and power amps are better. While I agree you need both, I disagree with the overall prevalence on BSN that weapons are the be all-end all. (I'm not assuming you believe that though. Not trying to put words in your mouth.)

 

The game I played by far the most before ME3MP was WoW. Particularly arenas/RBG's. In that competitive environment the difference between a 1 second caste and a 1.2 second caste is life or death.

 

In ME3MP it's less useful than having a potent weapon under most circumstances. But not all.

 

Specifically, there are a few kits that I do much better with when barely firing my weapon. Vanilla Human Adept. The faster I'm getting off biotic explosions the much better I do. And BE's take down mooks fantastically. In a coop game like this if my BE's aren't getting off quickly enough teammates are sniping em before detonations. In the same vein, Furies, Justicars, and Paladins, anything really that can make doom-booms faster can benefit from a light weapon and concentrating on getting those BE's/FE's/TB's out faster rather than sneaking in a shot and screwing up the timing.

 

On almost all kits a mix will do better, but there are a few where that style of fast self-detonating with low weapon usage will outperform a more weapons-centric caster. It's hard to argue with singularity-shockwaves dumping spawns/groupings to the floor with double or even triple biotic explosions. Wrecks stuff gud.

 

Mind you there are light weapons that manage to do both. (Talon, Arc Pistol, high level CSMG/Lancer.)


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#91
Marksmad is waving goodbye

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That's true and untrue. Weapons and powers are linked, particularly gear and weapons mods. 

If one wants to play a pure weapons game, there are a number of games that are far superior to ME3. Most editions of Call of Duty included. If one wants a pure powers game, the same remark applies. What makes ME3 almost uniquely fascinating to play is the interplay between powers and weaponry.


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#92
Deerber

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If one wants to play a pure weapons game, there are a number of games that are far superior to ME3. Most editions of Call of Duty included. If one wants a pure powers game, the same remark applies. What makes ME3 almost uniquely fascinating to play is the interplay between powers and weaponry.


Damn well said.
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#93
nat in the hat

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Who knew a hamster was so smart?


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#94
Ardat-Yakshi Master Race

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You must enter the church to see the gifts.  Come inside and kneel at the alter of your new mistress.

 

ME2_SG_-_Claymore.png

 

 

What most of us discover at some point is that weapons are much more effective at killing mooks than powers.  Why is this?

1) As you manifest grows, you get access to high level UR weapons.  Powers on the other hand are the same from the first time you get a kit to level 20.  Most UR weapons are very good.

2) Mooks have many ways to avoid powers, like dodge or phantom bubbles

3) Cooldown matters much less then you think it should -- except on a few kits -- so you can take a high damage weapon and still use powers effectively.  It's pretty easy to shoot the Wraith at somethings head between your priming and detonating powers.

4) Weapons became more effective as a result of balance changes, patches and DLC.  Despite the whining about the krysae, piranha, etc., the buff:nerf ratio was actually about 10:1.  Bioware changed the enemy shield gate.  Stuff like that.

 

 

Pretty much any kit will kill stuff much faster if player equips a powerful weapon and knows when to squeeze off shots.

What weapon would you advise for an asari huntress set for high power damage while cloaked.... I down phantoms and dragoons really fast.... banshees go down with just a couple of volleys



#95
PatrickBateman

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What weapon would you advise for an asari huntress set for high power damage while cloaked.... I down phantoms and dragoons really fast.... banshees go down with just a couple of volleys


You do know right that king Stannis is the one true king of Westeroes?
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#96
Deerber

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What weapon would you advise for an asari huntress set for high power damage while cloaked.... I down phantoms and dragoons really fast.... banshees go down with just a couple of volleys


Claymoar.


Seriously, it's a perfect fit for her.

#97
Ardat-Yakshi Master Race

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Claymoar.


Seriously, it's a perfect fit for her.

OW that like makes my recharge speed 3 times slower.... with that, I can't even send out my detonation warp while I have my tac cloak mega power buff... And 6 seconds without my power buff is really dangerous when kiting bosses... (With just an acolyte, my tac cloak only takes 2 seconds to re-apply, and therefore start another biotic volley) Plus, being out in the open long enough to be practical with a shotgun on gold is suicide with only 625/625 



#98
Deerber

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OW that like makes my recharge speed 3 times slower.... with that, I can't even send out my detonation warp while I have my tac cloak mega power buff... And 6 seconds without my power buff is really dangerous when kiting bosses... (With just an acolyte, my tac cloak only takes 2 seconds to re-apply, and therefore start another biotic volley) Plus, being out in the open long enough to be practical with a shotgun on gold is suicide with only 625/625


... Are you for real?

#99
PatrickBateman

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... Are you for real?


Heh yeah, a bit drunk here and I didn't get this either.

#100
Ardat-Yakshi Master Race

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... Are you for real?

Yup! With an Acolyte, I get a +200% recharge speed, With Claymore, it only gives +11%. Tac cloak for huntress gives over 100% more power damage on top of my passive 45% bonus... Also, my tac cloak only lasts about 5 seconds, so in order to make use of the insane power of my detonations with any amount of efficiency, I need to be able to send out BOTH my dark channel AND my warp within that time, allowing me to destroy Praetorians, Scions, Banshees, Brutes, and Ravegers fast enough to where my team doesn't get overwhelmed in later waves... It DOES mean I sacrifice my ability to kill weaker enemies like marauders, geth hunters, and centurions, but when the vast majority of the teammates I get are set to deal with those efficiently, it is not usually much of a problem, PLUS, late waves in gold give VERY few small enemies. It takes me about the same amount of time to kill a ravager as it does to kill a geth hunter.