Author Topic: side balancing (again)  (Read 2157 times)

Offline Morpheus

  • Plutonium Member
  • *******
  • Posts: 10226
side balancing (again)
« Reply #45 on: April 21, 2004, 08:08:46 AM »
Quote
cease fire


:rolleyes: and :rolleyes:  also :lol  and oh yeah :rofl  but really ;)  I have to say :p its just so :aok ghay
If you don't receive Jesus Christ, you don't receive the gift of righteousness.

Be A WARRIOR NOT A WORRIER!

Online Shane

  • Platinum Member
  • ******
  • Posts: 7955
side balancing (again)
« Reply #46 on: April 21, 2004, 08:10:58 AM »
Quote
Originally posted by 68DevilM
my squad prohibits us from country jumping


silly.

you let virtual pixels and cyber personalities define how you can play the game?

how good of a sheep impression can you do?
Surrounded by suck and underwhelmed with mediocrity.
I'm always right, it just takes some poepl longer to come to that realization than others.
I'm not perfect, but I am closer to it than you are.
"...vox populi, vox dei..."  ~Alcuin ca. 798
Truth doesn't need exaggeration.

Online Shane

  • Platinum Member
  • ******
  • Posts: 7955
side balancing (again)
« Reply #47 on: April 21, 2004, 08:15:02 AM »
Quote
Originally posted by Kweassa
If the "good ol' arena" we all cherished was a small farming town, the current AH is like a large metropolitan city.
 


yep, the "good ol' arena" was full of inbreds.

:rofl
Surrounded by suck and underwhelmed with mediocrity.
I'm always right, it just takes some poepl longer to come to that realization than others.
I'm not perfect, but I am closer to it than you are.
"...vox populi, vox dei..."  ~Alcuin ca. 798
Truth doesn't need exaggeration.

Offline Gixer

  • Persona Non Grata
  • Gold Member
  • *****
  • Posts: 3189
side balancing (again)
« Reply #48 on: April 21, 2004, 10:10:53 AM »
I'm suprised anyone still cares about side numbers and reseting maps. At the time I was Rook when we were constantly outnumberd for months I use to enjoy the abundance of targets.  And that was prior to the perk balancing.


...-Gixer

Offline SKurj

  • Gold Member
  • *****
  • Posts: 3630
side balancing (again)
« Reply #49 on: April 21, 2004, 10:32:52 AM »
I noticed on Pizza the imbalance is that there are more buildings than players!!

Though its good to see the players rising up against the horde!!

Don't think anyone can deny that there are more buildings under fire at any minute in pizza than enemy players.


SKurj

Offline kj714

  • Silver Member
  • ****
  • Posts: 874
side balancing (again)
« Reply #50 on: April 21, 2004, 11:54:58 AM »
Well, fortunately, summer is almost here.

That means that for me, Sundays will soon become a ritual of going downtown by the pier here in Huntington, drinking cold beers, getting tan, and hanging out with about 10,000 hot chicks all day long.

Everyone is invited, no sheep necessary.

What Rook horde?:aok

Offline Grizzly

  • Nickel Member
  • ***
  • Posts: 399
side balancing (again)
« Reply #51 on: April 22, 2004, 01:03:22 PM »
Quote
Originally posted by Kweassa
People must collect the overall opinion of their countrymates, it must be addressed to the developers, and they must also come up with an alternative method to implement in case the change is sanctioned.

 Dividing arenas might work, but its basically a retro solution - sort of like, "if a metropolitan city has problems, then drive it back to the stone age so the people are all split up again"..


I don't agree and I'll try to explain why. Whatever solution or game design is inacted, the community at large can't be expected to take part in this process. The reason is that 90+% of them are not aware of the problems or even care. All they know is that players gang up on them, the countries are unblanced, and that lag is often a serious problem. And none know much of game and community dynamics. That's where the experts come in. It's not an insignificant issue... quite complex actually. A person can earn a PHD on this subject.

One should not ignore past lessons learned for fear of a retro solution. There are more than 15 years of experience on this subject. What of the 600 or so players we see each night? When AW was provided by AOL we saw 2000 players each night, and many more on prime time weekends.

Any MMPOL game must at some time look at the need to separate the community with multiple arena choices. Even though one can squeeze 1000 players into an arena, multiple arenas will eventually be required if the number of players surpasses that. Multiple arenas may be more a matter of balance than principle. Other factors besides a united player base need be considered. For example, multiple arenas provide players choices. If one arena is unbalanced, or the bases reduced to a point where it's not fun, players can go elsewhere. Arenas can be used to feature plane sets, war periods or the European, Western Front and Pacific theaters... more choices.

Of course, one must wonder why players don't voluntarily opt for the Combat Arena. I'm not sure, I don't do it myself, but I suspect players are like lemmings attracted to the masses. Fighter Ace (the last time I looked in there) has this feature... a massive furball arena (actually a series of small ones made to look like a single arena in which the computer assigns players to areas). There's a mode where players are released in the air and can dive into the action below. It's a mindless melee that grows old fast. But if you give the players a choice of an easy, uncomplicated entry to a game, they will mass there, get bored, and leave.

And one other thing. The primary advanrtage offered by MMPOL games is players vs players and the ability for them to determine their own game play, objectives and rules. A box game must provide this and it soon gets boring, which is the reason for the short life span of even the best boxed games. MMPOL game providers need to captitalize on this opportunity and not try to design the game play... for example the arena reset objective. MMPOL game play should be limited only t6o the players' imagination, which can seem infinite. A built in objective or game design can limit this imagination and result in boredom ("you must play the game this way because that's how HiTech designed it"). The result is something like the endless landgrabbing, gang banging, mud moving, fight avoiding, HOing free for all hamster wheel we see in AH.

grizzly

Offline Roscoroo

  • Plutonium Member
  • *******
  • Posts: 8424
      • http://www.roscoroo.com/
side balancing (again)
« Reply #52 on: April 22, 2004, 01:25:47 PM »
"War is Hell"   :D
Roscoroo ,
"Of course at Uncle Teds restaurant , you have the option to shoot them yourself"  Ted Nugent
(=Ghosts=Scenariroo's  Patch donation

Offline 68DevilM

  • Gold Member
  • *****
  • Posts: 2033
side balancing (again)
« Reply #53 on: April 23, 2004, 09:03:41 AM »
Quote
Originally posted by MoRphEuS
:rolleyes: and :rolleyes:  also :lol  and oh yeah :rofl  but really ;)  I have to say :p its just so :aok ghay


discovered last night that morpheous is a side jumper;)

Offline 68DevilM

  • Gold Member
  • *****
  • Posts: 2033
side balancing (again)
« Reply #54 on: April 23, 2004, 09:05:18 AM »
ohh yeah two nights ago the knights controled the feild but now the bish are rolling thru everybody with the most feild and numbers

Offline Zanth

  • Silver Member
  • ****
  • Posts: 1052
      • http://www.a-26legacy.org/photo.htm
side balancing (again)
« Reply #55 on: April 23, 2004, 10:19:13 AM »
Apply current perk balancing theory to points = problem solved.

Offline Zanth

  • Silver Member
  • ****
  • Posts: 1052
      • http://www.a-26legacy.org/photo.htm
side balancing (again)
« Reply #56 on: April 30, 2004, 03:40:55 PM »
Must have been a good answer?