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Post by bronzeknee on Apr 21, 2018 0:12:20 GMT -5
zer00eyz talked about choice, not chance in terms of acquiring equipment, but now it has made its way into gameplay itself. What's funny is that Pixonic just keeps on reusing old ideas from years ago that aren't used in modern game design because they don't offer the players control. In this case, a chance to immobilize a target is being offered. A chance... it isn't a guaranteed after a certain amount of damage is done that you'll immobilize a target, it's just a chance. Chance doesn't offer players control, and the seemingly randomness that will result in players in being immobilized is going to be frustrating because it isn't predictable. Fights will be won and lost not off player skill, but because one player got lucky and immobilized his opponent but the other didn't get lucky. That is terrible game design that frustrates players. Furthermore, the chance to immobilize a target itself is bad game design because immobilized target no counterplay opportunities, not being able to move. Let me let Zileas, a game designer from League, explain how randomness as game design trait should be avoided: forums.na.leagueoflegends.com/board/showthread.php?t=293417If you play League, you'll note there is almost no randomness in the game save critical chance, which is slowing be phased out. Zileas wrote that post back in 2010. It is 2018, we shouldn't be seeing randomness in game design anymore, it isn't used in esports for a reason! Hopefully Pixonic changes direction.
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Post by mechagodzilla777 on Apr 21, 2018 0:15:09 GMT -5
Couldn't agree more. Pix's nails in the coffin just got 6 inches longer.
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Post by bronzeknee on Apr 21, 2018 0:24:21 GMT -5
Pixonic had a chance with these modules to really make the game better. But they keep looking to Team Fortress and Overwatch for inspiration, and it is backfiring.
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Post by ezekielcrow on Apr 21, 2018 0:47:26 GMT -5
Who said coffin? Theyre driving nails into a carcass.
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Post by kukurukukuk on Apr 21, 2018 4:20:21 GMT -5
It is worrying to say the least. Being on the receiving end will be really frustrating since you will be locked down for no apparent reason. It will penalize skill even more. Counterplay won't matter, only equipment and fat wallets will.
Also, since modules are equipped on bots, it implies that weapons are not taken into consideration. How will energized ammo play with Shocktrain? Will you be able to immobilize a whole squad with one hit? The thought gives me shivers...
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naclty
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Post by naclty on Apr 21, 2018 4:58:00 GMT -5
I certainly feel they missed many good opportunities.
Modules to speed up beacon capture, or extend the range of beacon capture would be good. (A module that lets you win a contested beacon would be interesting as well)
Modules to speed up reloading would be great for built hose builds.
Modules that reduce the range weapons lock into you, or reduce the range at which you can be targeted (and vice-versa) would add a tactical element, as would.
A module to block hydra spam would make them millions...
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Post by optimusprime on Apr 21, 2018 5:13:38 GMT -5
I have to agree on this one.This will be really bad.One to many advantages for whales.One too many step back from tactical and strategic game to a Unreal type of shooters.This is BAAAAD
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Post by Deleted on Apr 21, 2018 5:29:49 GMT -5
zer00eyz talked about choice, not chance in terms of acquiring equipment, but now it has made its way into gameplay itself. What's funny is that Pixonic just keeps on reusing old ideas from years ago that aren't used in modern game design because they don't offer the players control. In this case, a chance to immobilize a target is being offered. A chance... it isn't a guaranteed after a certain amount of damage is done that you'll immobilize a target, it's just a chance. Chance doesn't offer players control, and the seemingly randomness that will result in players in being immobilized is going to be frustrating because it isn't predictable. Fights will be won and lost not off player skill, but because one player got lucky and immobilized his opponent but the other didn't get lucky. That is terrible game design that frustrates players. Furthermore, the chance to immobilize a target itself is bad game design because immobilized target no counterplay opportunities, not being able to move. And naturally, energized ammo will likely be an expensive addition that will allow whales to immediately immobilize the Dash robots of free to play players. Hopefully Pixonic changes direction. My approach is quite different. With a small closed set deterministic variables you have a small tree of fully predictable outcomes, easy to learn with practice. The more variables and randomness you have the more skill it takes. What's easier? Firing in a arrow in a fully secluded environment with every variable fixed or out in the open? Take the same archer and put him in a sterilized environment and then out in the open with very very weak wind. What's easier for him? Out there he has less control of the situation. There are variables he can't completely predict. There is the element of chance;a small burst of wind and it will affect the arrows course. I don't think less control on a large set of outcomes produced by stochastic variables, demands less skill than full control on a small set of deterministic variables. On the contrary. Just my view of things. Also, perhaps they can help. I'am following a 0 dash 0 shock approach and trying hard not to give in, by using stealth. Perhaps spy which is a watered down version of stealth could help my Inquisitor. Freezing the chickens is also welcome. In fact I believe many older weapons will get a major buff out of this. Each time you fire that thunder or tulu that huge area covered may not be damaged significantly.by it will count as a hit. This means they are subject to a probability of getting freezed. Noricum ? Oh yeah !!! You cover that area in front of me with your noricum and each chicken passing may get freezed. Splash and AOE weapons will be buffed indirectly immensely. You can argue that shock traverses but it's one hit. One roll of the die. Splash and AOE are many minor ones all the time. Many roles of the dices Perhaps we can look into it from a positive angle.
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Post by RightOn on Apr 21, 2018 6:29:54 GMT -5
I certainly feel they missed many good opportunities. Modules to speed up beacon capture, or extend the range of beacon capture would be good. (A module that lets you win a contested beacon would be interesting as well) Modules to speed up reloading would be great for built hose builds. Modules that reduce the range weapons lock into you, or reduce the range at which you can be targeted (and vice-versa) would add a tactical element, as would. A module to block hydra spam would make them millions... Chaff is a great idea
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Post by kukurukukuk on Apr 21, 2018 7:40:34 GMT -5
zer00eyz talked about choice, not chance in terms of acquiring equipment, but now it has made its way into gameplay itself. What's funny is that Pixonic just keeps on reusing old ideas from years ago that aren't used in modern game design because they don't offer the players control. In this case, a chance to immobilize a target is being offered. A chance... it isn't a guaranteed after a certain amount of damage is done that you'll immobilize a target, it's just a chance. Chance doesn't offer players control, and the seemingly randomness that will result in players in being immobilized is going to be frustrating because it isn't predictable. Fights will be won and lost not off player skill, but because one player got lucky and immobilized his opponent but the other didn't get lucky. That is terrible game design that frustrates players. Furthermore, the chance to immobilize a target itself is bad game design because immobilized target no counterplay opportunities, not being able to move. And naturally, energized ammo will likely be an expensive addition that will allow whales to immediately immobilize the Dash robots of free to play players. Hopefully Pixonic changes direction. My approach is quite different. With a small closed set deterministic variables you have a small tree of fully predictable outcomes, easy to learn with practice. The more variables and randomness you have the more skill it takes. What's easier? Firing in a arrow in a fully secluded environment with every variable fixed or out in the open? Take the same archer and put him in a sterilized environment and then out in the open with very very weak wind. What's easier for him? Out there he has less control of the situation. There are variables he can't completely predict. There is the element of chance;a small burst of wind and it will affect the arrows course. I don't think less control on a large set of outcomes produced by stochastic variables, demands less skill than full control on a small set of deterministic variables. On the contrary. Just my view of things. Also, perhaps they can help. I'am following a 0 dash 0 shock approach and trying hard not to give in, by using stealth. Perhaps spy which is a watered down version of stealth could help my Inquisitor. Freezing the chickens is also welcome. In fact I believe many older weapons will get a major buff out of this. Each time you fire that thunder or tulu that huge area covered may not be damaged significantly.by it will count as a hit. This means they are subject to a probability of getting freezed. Noricum ? Oh yeah !!! You cover that area in front of me with your noricum and each chicken passing may get freezed. Splash and AOE weapons will be buffed indirectly immensely. You can argue that shock traverses but it's one hit. One roll of the die. Splash and AOE are many minor ones all the time. Many roles of the dices Perhaps we can look into it from a positive angle. Interesting perspective. A very different set of skills will be required to compete, compared to what skills are needed now. The fact is that, War Robots strays from its roots more and more with each update. I'm still not entirely convinced about chance-reliant abilities and how skill is affected. To me it seems that, wherever there is an element of chance and randomness, skill is watered down. More so, in a competetive environment. How do you determine a winner in an archery contest, if every player has slightly different environments to deal with?
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Post by taniel on Apr 21, 2018 7:57:03 GMT -5
Noen - the problem is that the modules will add too many variables making the gameplay much too unpredictable. When you can except almost everything from every bot/weapon combination you can't really plan and employ different tactics for different opponents and situations. And then the gameplay becomes just a simple, mindless arcade shooter where the deciding factor is your HP/firepower and the OP-ness of your expensive equipment. Since the skill will matter less and less the money will matter more and more. And this is the plan I'm afraid...
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Deleted
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Post by Deleted on Apr 21, 2018 8:00:40 GMT -5
My approach is quite different. With a small closed set deterministic variables you have a small tree of fully predictable outcomes, easy to learn with practice. The more variables and randomness you have the more skill it takes. What's easier? Firing in a arrow in a fully secluded environment with every variable fixed or out in the open? Take the same archer and put him in a sterilized environment and then out in the open with very very weak wind. What's easier for him? Out there he has less control of the situation. There are variables he can't completely predict. There is the element of chance;a small burst of wind and it will affect the arrows course. I don't think less control on a large set of outcomes produced by stochastic variables, demands less skill than full control on a small set of deterministic variables. On the contrary. Just my view of things. Also, perhaps they can help. I'am following a 0 dash 0 shock approach and trying hard not to give in, by using stealth. Perhaps spy which is a watered down version of stealth could help my Inquisitor. Freezing the chickens is also welcome. In fact I believe many older weapons will get a major buff out of this. Each time you fire that thunder or tulu that huge area covered may not be damaged significantly.by it will count as a hit. This means they are subject to a probability of getting freezed. Noricum ? Oh yeah !!! You cover that area in front of me with your noricum and each chicken passing may get freezed. Splash and AOE weapons will be buffed indirectly immensely. You can argue that shock traverses but it's one hit. One roll of the die. Splash and AOE are many minor ones all the time. Many roles of the dices Perhaps we can look into it from a positive angle. Interesting perspective. A very different set of skills will be required to compete, compared to what skills are needed now. The fact is that, War Robots strays from its roots more and more with each update. I'm still not entirely convinced about chance-reliant abilities and how skill is affected. To me it seems that, wherever there is an element of chance and randomness, skill is watered down. More so, in a competetive environment. How do you determine a winner in an archery contest, if every player has slightly different environments to deal with? I would go for the magnitude of randomness. 5 Beaufort now and 5 Beaufort in 10 minutes from now ain't the same, but I would consider them to cause the same "magnitude" of randomness, to the two different archers. I would also stay in my car, when they started shooting .
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Post by kukurukukuk on Apr 21, 2018 8:23:02 GMT -5
Interesting perspective. A very different set of skills will be required to compete, compared to what skills are needed now. The fact is that, War Robots strays from its roots more and more with each update. I'm still not entirely convinced about chance-reliant abilities and how skill is affected. To me it seems that, wherever there is an element of chance and randomness, skill is watered down. More so, in a competetive environment. How do you determine a winner in an archery contest, if every player has slightly different environments to deal with? I would go for the magnitude of randomness. 5 Beaufort now and 5 Beaufort in 10 minutes from now ain't the same, but I would consider them to cause the same "magnitude" of randomness, to the two different archers. I would also stay in my car, when they started shooting . Reasonable. Can't really find a compelling argument to that.
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Post by Deleted on Apr 21, 2018 8:31:29 GMT -5
I had assumed that the module would take up a weapon slot, to balance it out slightly.
How naive of me :-(
If I get frozen by a ST chain hit, then I imagine I'll rage quit / quit out of disgust.
But I'll stay optimistic until I see it all in action ... Or um, inaction as the case may be.
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Post by kaakaahead on Apr 21, 2018 8:53:50 GMT -5
I had assumed that the module would take up a weapon slot, to balance it out slightly. How naive of me :-( If I get frozen by a ST chain hit, then I imagine I'll rage quit / quit out of disgust. But I'll stay optimistic until I see it all in action ... Or um, inaction as the case may be. yep, this may well be the thing that pushes me over the edge to finally quit this damn degenerating game after years of play. Firetrucking pity
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Post by kaakaahead on Apr 21, 2018 8:54:59 GMT -5
Oh, and since when was 「poopie」 a bad word? Should I change it to poopoohead?
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Post by bronzeknee on Apr 21, 2018 8:58:33 GMT -5
zer00eyz talked about choice, not chance in terms of acquiring equipment, but now it has made its way into gameplay itself. What's funny is that Pixonic just keeps on reusing old ideas from years ago that aren't used in modern game design because they don't offer the players control. In this case, a chance to immobilize a target is being offered. A chance... it isn't a guaranteed after a certain amount of damage is done that you'll immobilize a target, it's just a chance. Chance doesn't offer players control, and the seemingly randomness that will result in players in being immobilized is going to be frustrating because it isn't predictable. Fights will be won and lost not off player skill, but because one player got lucky and immobilized his opponent but the other didn't get lucky. That is terrible game design that frustrates players. Furthermore, the chance to immobilize a target itself is bad game design because immobilized target no counterplay opportunities, not being able to move. And naturally, energized ammo will likely be an expensive addition that will allow whales to immediately immobilize the Dash robots of free to play players. Hopefully Pixonic changes direction. The more variables and randomness you have the more skill it takes. More variables, more skill? To an extent yes... until there becomes so many no one can manage them, and then managing them becomes the functional equivalent of luck. The oddest thing about your argument is that abilities and weapons that introduce randomness, actually remove controllable variables (and thus skill) from the game due to the way they have to be balanced and how players have to respond to such balance... Randomness is antithesis of skill. It destroys game balance and design... I'll let the League of Legends game designers explain (and it is why they have removed nearly every chance item/ability from the game): Overpower them a lot more. Random chance on a passive ability creates power without gameplay problems (players don't get to pick when to use an ability, they just hope it happens). They have to be overpowered to be usable, and then everyone ends up using them. There are thousands of well documented examples of this... Again, League designers explain: Overbuff the mechanic? So not only does this ability need to be really strong because it is random, it will need to be really strong because it is a passive. This is going to be a trainwreck. This is why game designers need to design games, not coders. I'll tell you what will happen right now, go on the record for this because it is extremely easy to predict. Pixonic will put energized ammo into the game, thinking it will help people chase down mid-range Dashers. But t he percent chance of anyone being disabled has to be relatively high (at least 15%), because that is how non-reliable skills have to be balanced. That is an inescapable known in game design. So with the mid-range weapons dominating, it will do the opposite, it will primarily disable knifers trying to catch the mid-range robots. Brawling will die. Good game design makes games fun. In order to do make games fun, you have to give players control, so their actions matter and are predictable, so they feel like they are mastering something. Randomness has been shown to lead to frustration, the opposite of fun. This is a known, and makes perfect sense because chance takes away control, makes it so their actions aren't predictable, and doesn't give them a feeling of mastery.Energized ammo will dominate this game, unless it is so underbuffed no one uses it . They'll end up nerfing the ammo or making it only usable for certain weapons, and those weapons will then dominate. And all that time, money and player frustration could be avoided simply by having a solid understanding of game design.
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Post by HarvesterOsorrow on Apr 21, 2018 9:36:45 GMT -5
This will certainly be the nail in the coffin. Looking forward to seeing what happens when I log back in after months of inactivity.
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Post by Deleted on Apr 21, 2018 9:40:22 GMT -5
The more variables and randomness you have the more skill it takes. More variables, more skill? To an extent yes... until there becomes so many no one can manage them, and then managing them becomes the functional equivalent of luck. The oddest thing about you argument is that abilities and weapons that introduce randomness, actually remove controllable variables from the game due to the way they have to be balanced... let me go on... Randomness is antithesis of skill. It destroys game balance and design... I'll let the League of Legends game designers explain (and it is why they have removed nearly every chance item/ability from the game): Overpower them a lot more. Random chance on a passive ability creates power without gameplay problems (players don't get to pick when to use an ability, they just hope it happens). They have to be overpowered to be usable, and then everyone ends up using them. There are thousands of well documented examples of this... Again, League designers explain: Overbuff the mechanic? So not only does this ability need to be really strong because it is random, it will need to be really strong because it is a passive. This is going to be a trainwreck. This is why game designers need to design games, not coders. I'll tell you what will happen right now, go on the record for this because it is extremely easy to predict. Pixonic will put energized ammo into the game, thinking it will help people chase down mid-range Dashers. But t he percent chance of anyone being disabled has to be relatively high (at least 15%), because that is how non-reliable skills have to be balanced. That is an inescapable known in game design. So with the mid-range weapons dominating, it will do the opposite, it will be primarily disable knifers trying to catch the mid-range robots. They'll end up nerfing the ammo or making it only usable for certain weapons. And all that time, money and player frustration could be avoided simply by having a solid understanding of game design. I agree with you and taniel , regarding it can go south. Full luck or overpowered. I will not agree that it has to go that way or that it's pointing to bad game design and please let me offer a simple counter example. The role playing genre. It is colossal, with thousands of games, millions of players for so long and it's full of dice. Chance blended with skills and rules. You attack and you roll the die so you have your base stats + xd4 xd6 , depending on what you roll. I don't think all these games are bad designed, unbalanced, killing the role playing community skills, but again that's my perspective.
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Post by Deleted on Apr 21, 2018 10:09:16 GMT -5
Tf2, Overwatch, and RPGs have common factors towards their balance with RNG, the biggest one being character/item classes and attributes.
In other mech games, hitstun is a thing, but hitstun only applies with certain weapons, and bots usually have an attribute that determines their resistance to it.
Energized ammo is adding hitstun at random chance to every weapon on a bot that can use the module, for a price.
I'll use the Armored core as an example because it's the most defined.
Grenade launchers, railguns, shotguns and heavy sniper weapons have high hitstun. They fire intermittently, and have a high probability of missing without proper positioning and timing, or, by way of shotguns, deal minimum damage outside of melee range. These weapons also "stun" the wielder with recoil if the user does not have enough stability.
Energy weapons,plasma weapons and machine guns have little to no hitstun, they deal massive chip damage, or damage that passes certain defense types. These weapons also have minimal recoil, making them more consistent damage dealers.
Heavier bots have leg parts with higher stability, allowing them to use weapons that have higher recoil and hitstun, but they are more vulnerable to enemy mechs within melee range, as their turn speed and maneuverability suffer for the firepower they're carrying.
Lighter bots are more prone to hitstun, but have tools to EVADE THE ATTACK ALTOGETHER. They are also limited in their choices of high impact weapons, instead reliant on melee and consistent damage to take advantage of enemy movements.
What "energized ammo" does, it put a random, high impact hitstun, on anything and everything, with the other bot's composition having no say in whether or not they are completely immobilized.
In RPG's, hero shooters, and MoBAs, stun, and other movement affecting abilities are balanced into the character's toolset as a whole. Stun characters have other restrictions. Whereas "energized Ammo" is just adding stun to DpS rollouts.
As for the implimentation of module abilities in other games.
Tf2 and Overwatch don't lock these things behind paywalls, they are features of specific characters with specific strengths and weaknesses.
RpGs tend to lock these things behind time based floodgates, but, it only costs $20 to buy a character up to a useable level in something like WoW, where you're playing with a single avatar at any given time, where the character class is free(though gear is not), where the biggest source of fun in the game is grinding out the scenarios and coordinating with other players to do so. In War Robots, it's a couple of hundred dollars to get a single hangar to a non-fodder level, and that gear is bound to fall behind the power curve in a few months after purchase, grinding is miserable as it's only PvP, and the MM is specifically designed to trash you until you spend money. The floodgate for power only truly opens up after spending thousands of dollars, with the timer on said floodgate spanning YEARS.
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Post by bronzeknee on Apr 21, 2018 10:14:10 GMT -5
More variables, more skill? To an extent yes... until there becomes so many no one can manage them, and then managing them becomes the functional equivalent of luck. The oddest thing about you argument is that abilities and weapons that introduce randomness, actually remove controllable variables from the game due to the way they have to be balanced... let me go on... Randomness is antithesis of skill. It destroys game balance and design... I'll let the League of Legends game designers explain (and it is why they have removed nearly every chance item/ability from the game): Overpower them a lot more. Random chance on a passive ability creates power without gameplay problems (players don't get to pick when to use an ability, they just hope it happens). They have to be overpowered to be usable, and then everyone ends up using them. There are thousands of well documented examples of this... Again, League designers explain: Overbuff the mechanic? So not only does this ability need to be really strong because it is random, it will need to be really strong because it is a passive. This is going to be a trainwreck. This is why game designers need to design games, not coders. I'll tell you what will happen right now, go on the record for this because it is extremely easy to predict. Pixonic will put energized ammo into the game, thinking it will help people chase down mid-range Dashers. But t he percent chance of anyone being disabled has to be relatively high (at least 15%), because that is how non-reliable skills have to be balanced. That is an inescapable known in game design. So with the mid-range weapons dominating, it will do the opposite, it will be primarily disable knifers trying to catch the mid-range robots. They'll end up nerfing the ammo or making it only usable for certain weapons. And all that time, money and player frustration could be avoided simply by having a solid understanding of game design. I agree with you and taniel , regarding it can go south. Full luck or overpowered. I will not agree that it has to go that way or that it's pointing to bad game design and please let me offer a simple counter example. The role playing genre. It is colossal, with thousands of games, millions of players for so long and it's full of dice. Chance blended with skills and rules. You attack and you roll the die so you have your base stats + xd4 xd6 , depending on what you roll. I don't think all these games are bad designed, unbalanced, killing the role playing community skills, but again that's my perspective. Dice has a roll in many board games as it forces strategy into games as players attempt to play the odds in games where all that matters is thinking. But it is a crutch and a sign of bad game design in games where thinking is combined with actual play, like every physical sport and most video games. There are plenty of better ways to get strategy into a game that don't involve luck.
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Arctire
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Post by Arctire on Apr 21, 2018 10:25:31 GMT -5
As a warhammer 40k and battletech player, I would disagree a game with a dice is a sign of bad design. Even if you have bad rolls, good enough strategy can overcome it. It is simply a matter of whether you can play with the odds or not. But it is only the case when most of the gameplay is based on RNG, and not only specific parts of it, or in this case, with only one thing that actually uses it.
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Post by ezekielcrow on Apr 21, 2018 10:36:30 GMT -5
If using a module increases the chance of immobilizing a target, what happens to that percentage when all the bots of one team uses that module?
Shivers..
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Post by hyderier on Apr 21, 2018 11:29:38 GMT -5
No worries. We know that Pix will balance it all out. Soon we will have multiple test server weekends, where they fine tune and tweak the mechanics so that there is acceptable attrition of free player whale food levels, compared to revenue stream generated by whales getting the components.
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Post by Deleted on Apr 21, 2018 11:32:29 GMT -5
No worries. We know that Pix will balance it all out. Soon we will have multiple test server weekends, where they fine tune and tweak the mechanics so that there is acceptable attrition of free player whale food levels, compared to revenue stream generated by whales getting the components. Or they double down on squeezing every last penny out of their fleeting userbase.
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Post by bronzeknee on Apr 21, 2018 11:35:12 GMT -5
No worries. We know that Pix will balance it all out. Soon we will have multiple test server weekends, where they fine tune and tweak the mechanics so that there is acceptable attrition of free player whale food levels, compared to revenue stream generated by whales getting the components. The revenue stream is crashing though. They're making less money now that any point since I began playing the game according to this: thinkgaming.com/app-sales-data/9124/walking-war-robots/
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Post by hyderier on Apr 21, 2018 11:35:44 GMT -5
No worries. We know that Pix will balance it all out. Soon we will have multiple test server weekends, where they fine tune and tweak the mechanics so that there is acceptable attrition of free player whale food levels, compared to revenue stream generated by whales getting the components. Or they double down on squeezing every last penny out of their fleeting userbase. Well, that is within "acceptable attrition" if they accept the result...
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Post by bronzeknee on Apr 21, 2018 11:37:16 GMT -5
As a warhammer 40k and battletech player, I would disagree a game with a dice is a sign of bad design. Even if you have bad rolls, good enough strategy can overcome it. It is simply a matter of whether you can play with the odds or not. But it is only the case when most of the gameplay is based on RNG, and not only specific parts of it, or in this case, with only one thing that actually uses it. It works fine in Warhammer and Battletech and most board games. It isn't bad design there because those are strategic games. You're not actually playing each individual soldier or Mech, so the variation of those individuals is decided by rolls of a dice. It is bad design when applied to something you actually play with your body, let's use basketball as an example. Should the free throw count? Flip a coin!?... why not just actually take the shot and find out? You don't need that kind of chance, when you can actually determine it with your own play. We use our hands to precisely control the robot, dice have no roll here. Pun intended. This one of the nice things about Battle of Titans... why did his weapon blow off? Because someone shot at it. Why did he take leg damage? Because someone hit his leg. Those things take skill and involve counterplay. It isn't random like in War Robots when you are corner shooting and the weapon that gets blown off is the one behind cover, not the one you are corner shooting with.
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Post by hyderier on Apr 21, 2018 12:04:05 GMT -5
No worries. We know that Pix will balance it all out. Soon we will have multiple test server weekends, where they fine tune and tweak the mechanics so that there is acceptable attrition of free player whale food levels, compared to revenue stream generated by whales getting the components. The revenue stream is crashing though. They're making less money now that any point since I began playing the game according to this: thinkgaming.com/app-sales-data/9124/walking-war-robots/Only long term solution would be to get the long time players to pay regularly. Some sort of "premium subscription", combined with a mass of players who loved the game and wanted to support it, with this subscription, as well as by giving it good reviews and other free positive publicity. Perhaps adding competitive elements to the game would help in making this a multiplayer battle game worth paying for. For example by, I don't know, just a wild idea, not deciding if a player should win or lose their next match, but instead trying to always give them 50-50 chances, based on their gear.
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Post by Deleted on Apr 21, 2018 12:51:00 GMT -5
Interesting thoughts on this thread.
I reckon I'm gonna hold off on any modules and save for the inevitable anti-module bot that comes after ?
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