DEV Zoom wrote:Thanks, that's more useful info.
Btw slightly off topic but here's my take on what happened:
1. Before the patch a lot of the modules were unused due to bad balance, and there were very few ways to competitively fit the robots with the remaining modules.
2. People basically accepted that there were one or two ways at most to fit a certain robot and were happy that it all worked fine, even if it was boring as hell.
3. The patch tried to diversify the way robots can be fitted.
4. This effectively destroyed those few "best" fits.
5. People are still stuck in the past and are desperately trying to fit the robots based on their hard-earned knowledge of those "best" fits.
And I completely understand this reaction, hell even I quit another game when they nerfed a very common but very lazy and lucrative playstyle. But they knew and we knew that if we let that lukewarm state of lazy boredom go on for too long then people will quit anyway. Trying to make a change makes a lot of people angry, and yeah, maybe they quit. But for everyone else who doesn't live in that lazy veteran state of mind (no offence), it's probably a better game. At least once we work out the quirks.
Zoom you are summarizing a specific group of players opinions incorrectly. You are writing off the opinions of your Die-hard min/max style players. This is not to say the word of a min/maxer is gold, because this can lead to situations where knowledge is the only factor in winning but you need to understand their perspective.
When 'winning' is defined as never losing a bot things get interesting.
1) You wanted to enable more give and take play during combat and fitting while removing polarizing fits that could lock out entire segments of game-play across all robot classes.
*Let me know if you need the fits or examples*
- Good shot, but you missed the balance. The good news is we have dialogue to resolve it now.
2) Who are these people and what are their fits.
We had a great amount of flexible fits across almost all of the bots at every size(except a handful). However from years of experience we know what play-style and fits achieve the greatest chance of success in every environment and situation.
Zoom when you are able to control every situation it leads to defined results.
3) the issue arises here from the basic design of the game. You had a rock, paper, scissor system of balance with extremes that drew the lines of rock, paper and scissors. In a effort to diversify 'fits' these extremes have been worn down patch by patch to where now our rock essentially paper and scissors cleans up.
This leads to a dull playing experience and everyone doing the 1-2 things that have a 5-10% better chance at winning.
4) The fits I see that have been destroyed were racial defining and racial extreme fits. They were also the key holders to our rock, paper, scissors balance. They needed tweaking not trashing, with a review of the roles for isolated 'useless' bots in the situations they were 'useless' .
5) Can you share the techniques you have developed on comprehending the written English language. I have daily struggles, as a 23 year-old native English speaker, in my work environment using written communication. This may help me portray my point to you better and others.
Zoom wrote:Let's forget about this "demob-immunity" for a moment and think about the mechanic itself. The module isn't meant to give you demob-immunity, but to replace the demob effects of armors and LWFs in a separate module, which can be balanced more easily.
Lets just look at how Demobs are applied, individually. This means they have to break the TOTAL demob resistance of a robot with a SINGLE applying buff when using two.
If the equation were to factor the TOTAL demob against the TOTAL demob resistance this situation could be resolved.
If it is still a problem then I would suggest reviewing how the resistance and effect are scaling.
Undefeated 2013
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