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Player Imbalance

Discuss the Heavy Metal War game, report bugs, challenge opponents, and talk some smack! Play the Heavy Metal War game here.

Re: Player Imbalance

Postby Ninjaburn » Thu Oct 09, 2008 7:50 am

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Sorry Psy, but I'm with Burn and the others on this one: the arena has a place in the game, just as much as that damn Battle Beasts Gambling does.

If people like a lil one-on-one fighting, isn't that their choice? I mean I rarely use the Arena anymore, but still fun on that off day to use.

Either way, that isn't the main topic of focus for this thread. The question is, is there a way to put some sort of handicap on a believed imbalance between factions in the game?
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Re: Player Imbalance

Postby Symbiote Spiderman14 » Thu Oct 09, 2008 8:30 am

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The only imbalance I see is that there isn't enough players for the beast factions.The game only came back up about 8 days ago.The only reason the cons are doing better then the bots is most of us play more and are better organised other then that the bots have more player than all other factions.
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Re: Player Imbalance

Postby Scantron » Thu Oct 09, 2008 8:49 am

The game is starting to balance out already, in terms of Level 1 characters, at least. Back around the time this thread started, there were 150 L1 characters with a break-down of 80% Decepticon, 10% Autobot, 8% Predacon and 2% Maximal. Checking a few minutes ago (~4 days later), there are 265 L1 characters with a break-down of 65% Decepticon, 22% Autobot, 9% Predacon and 5% Maximal. Give it a few more days and the Bot/Con disparity will probably be smoothed out almost completely.
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Re: Player Imbalance

Postby Ninjaburn » Thu Oct 09, 2008 9:09 am

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Scantron wrote:The game is starting to balance out already, in terms of Level 1 characters, at least. Back around the time this thread started, there were 150 L1 characters with a break-down of 80% Decepticon, 10% Autobot, 8% Predacon and 2% Maximal. Checking a few minutes ago (~4 days later), there are 265 L1 characters with a break-down of 65% Decepticon, 22% Autobot, 9% Predacon and 5% Maximal. Give it a few more days and the Bot/Con disparity will probably be smoothed out almost completely.


Agreed, its just way to early to judge this!
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Re: Player Imbalance

Postby Rat Convoy » Thu Oct 09, 2008 11:10 am

So, would maybe giving the losing side a bonus equal to half the win bonus in missions, but leaving the arena bonus as is (winner only), work to solve a couple of problems?

It would give players more incentive to enter missions as opposed to the arena, give more incentive to enter a mission even if outnumbered, and even out the gap a bit between the winning side and losing side in missions.
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Re: Player Imbalance

Postby Tammuz » Thu Oct 09, 2008 12:03 pm

OK


how about this the win bonus is Health*2^level of the TF in BOTH the arena and missions

and if a mission closes empty you face NPC (quints or specifically created characters by players)

same deal if the arena wait times out.

any problems with this?
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Re: Player Imbalance

Postby Absolute Zero » Thu Oct 09, 2008 12:54 pm

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Scantron wrote:The game is starting to balance out already, in terms of Level 1 characters, at least. Back around the time this thread started, there were 150 L1 characters with a break-down of 80% Decepticon, 10% Autobot, 8% Predacon and 2% Maximal. Checking a few minutes ago (~4 days later), there are 265 L1 characters with a break-down of 65% Decepticon, 22% Autobot, 9% Predacon and 5% Maximal. Give it a few more days and the Bot/Con disparity will probably be smoothed out almost completely.



There's still a player imbalance. The beast factions, while interesting and different, are vastly outnumbered. There are more Decepticons (#2 faction player wise) then Maximals (#3) and Predacons (#4) combined. That's how it was before, that's how it will be. Though, I must say I'm disappointed at some of the players who switched over to the beast factions went back to either autobot or decepticon after the purge. That sure went a long way to balancing the game.

There are two ways to fix the imbalance. The quick and easy way, changing peoples alligance in the game, which is a temporary fix, or, the unpopular way. Turning off recruiting for any faction that outnumbers the others by a margin greater then 2:1.

Well, not true. There are two other ways; getting rid of the beast factions and making it so that maximals can not fight autobots and preds can not fight decepticons, but I see those as being even less popular, as they both take away from the game.
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Re: Player Imbalance

Postby Redimus » Thu Oct 09, 2008 12:55 pm

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Ninjaburn wrote:the arena has a place in the game, just as much as that damn Battle Beasts Gambling does.


That looks like you are infact arguing for the removal of the arena! :P
Scantron wrote:The game is starting to balance out already, in terms of Level 1 characters, at least. Back around the time this thread started, there were 150 L1 characters with a break-down of 80% Decepticon, 10% Autobot, 8% Predacon and 2% Maximal. Checking a few minutes ago (~4 days later), there are 265 L1 characters with a break-down of 65% Decepticon, 22% Autobot, 9% Predacon and 5% Maximal. Give it a few more days and the Bot/Con disparity will probably be smoothed out almost completely.


Whilst this is all very true, you are missing one major factor... The con's lvl 1 growth will slow, sure, becuase a lot of them will get to level two.

And to be honest, Im not sure what it matters who has the most of the highest level outside of tournies.

I for one welcome having more oponanats with higher levels, becuase I can then hit them and get more xp.
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Re: Player Imbalance

Postby Absolute Zero » Thu Oct 09, 2008 1:10 pm

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Tammuz wrote:OK


how about this the win bonus is Health*2^level of the TF in BOTH the arena and missions

and if a mission closes empty you face NPC (quints or specifically created characters by players)

same deal if the arena wait times out.

any problems with this?


Yeah, but momma always said to be kind to the special people.

Look, the game's not broken in this. It never was. Since the begining, people have been complaining that there's not enough people in missions and two many people in the arena. Waah. I don't want them to play the game the way they enjoy. That's basically the way it comes down. They're not playing the game the way you approve. And not just you Tammuz, but pretty much everyone who posts on here says that.

I'm all for getting more people into missions and onto the board, I think that'd be great, but when people are on their soapbox bitching about how they're playing wrong, how do you think that makes them view the community in general and the missions in specific? I'd be all "piss off! What do these DB's know about anything?" The arena was put there for a reason. So where the missions. If you don't like the arena, don't play in there. But don't hold it against people for playing in there. You don't know why they are. Maybe they don't have the time to wait for the missions to generate, maybe they don't have any fragin upgrades so the only reason they can go into missions is to get the protection from the rest of their faction to get upgrades. Which is more of the cowardly thing to do. I know. I'm doing it.

The arena's not broken. The mission win bonus isn't broken. There's no reason to change them. Ya wanna improve the game, then lets talk about getting some more blobs of color to chose from. Speaking of that... The link that was being passed around that was supposed to have all the altmodes for the faction, not just the available ones I guess, dun work. It only shows decepticons, even though I'm a pred.
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Re: Player Imbalance

Postby Tammuz » Thu Oct 09, 2008 2:28 pm

i see a reason to change the win bonuses, level 0s get 100% base in there mission wins, and it exponetially decreases as your levels increase. by the time you get to above level 4 the win bonuses are barely worth winning.

right now, you enter an unopposed mission it costs you at most 80minutes and you get 100XP and 100 energon minimum,you enter the arena unopposed and it costs you 120 minutes, and you get nothing. hardly seems fair on the arena goers


given the somewhat random nature of the values assigned to things in this game alot of the time the reason for them seems to be "this'll probably work" and alot of the time it doesn't really and you end up with blades level goodness, or Rocketlauncher crapness.
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Re: Player Imbalance

Postby Absolute Zero » Thu Oct 09, 2008 3:08 pm

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With the arena, you're free to back out at any time if you feel like you're waiting to long to get any opposition. With missions, you can't. That seems to be a good reason for getting a win bonus for winning a mission without opposition. Plus, the mission counts for the factions whether or not both sides are full or not. The winning side is accomplishing the goals of the mission. Granted, that means really nothing in the game, since we have nothing we're really competing for.

And, until the game becomes so unbalanced that there's no competition in the arena again, I really don't see someone going two hours and not getting a fight. But again, the problem there doesn't come from the arena itself. It comes down to something needs to be done to keep the factions balanced.

As for the mission bonus not increasing, I don't see a point to it. At level 0, 100xp is a lot. And you need it. But at level 8, I was able to pull in 200,000 xp in a mission, I don't really need a win bonus. All your plan really does is penalize the low people without any stats and makes avoid even more over powered for getting XP at a low level. It's not going to solve any problems. It's going to make it harder for lower level characters to gain XP to grow and level and it'll make the higher level characters gain XP at a even faster rate. Remember, as you go up in level, so does the ammount of XP you're getting for damaging opponents. Your win bonus doesn't really need to be there.

Plus, going by your plan, you wouldn't get any XP for being on a winning faction and getting shutout. That would be garbage. If I get 5 attacks off and miss, but get taken down, does that make me less deserving of the free XP from the win bonus then you who only attacked once and never get attacked? That's some BS right there.

No, a flat rate win bonus is the most fair and balanced thing.
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Re: Player Imbalance

Postby Judge Chuckachu » Thu Oct 09, 2008 3:09 pm

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Something that has been bugging me, it says you get Bonus XP is that before and separate than the XP gained at the end of the mission? Cause for the longest time I was assuming it was and sending in my guys to die in less than a minute vs 5 level ones.
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Re: Player Imbalance

Postby Tammuz » Thu Oct 09, 2008 3:13 pm

no it's included in the xp total shown in the log and it is the Win bonus, if you lose you don't get that at all.
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Re: Player Imbalance

Postby Burn » Thu Oct 09, 2008 3:42 pm

Motto: "Freedom is the right of all sentient beings to randomly click things in the Admin Panel to see what it breaks."
Tammuz wrote:i see a reason to change the win bonuses, level 0s get 100% base in there mission wins, and it exponetially decreases as your levels increase. by the time you get to above level 4 the win bonuses are barely worth winning.


So why bring this up NOW and not BEFORE the reset?
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Re: Player Imbalance

Postby Tammuz » Thu Oct 09, 2008 4:00 pm

i did, the mods said it mod panel only went up to 1000xp payouts for win bonuses, and prior to that(and about the same time as OS came back) Os told me he was making no further changes to HMW v1 as he had another project to work on( the fabled V2)

since OS has now given up on V2, i assume he might be willing to work on restoring the mod panel(which needs a bit of fixing anyway) and i'm aslo getting base XP sitting in missions not really doing anything.
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