Great ideas everyone! Thanks for sharing. After further reflection, here's one idea I think could work. As part of the Destiny's narrative, make Faction Wars a friendly but competitive arena pitting members of the Destiny communinty against each other. For me the narrative is important because it gives justification for limiting certain attributes. Hit points should be uniform, amongst the classes at least. Armor and weapons will have trade offs such agility, recharge rate, damage, rate of fire, etc. But each item will have a budget with specific categories. So you might have two sniper rifles, one is more powerful but has less ammo in the clip or a longer recharge rate, but you'll never be stuck against someone who has a weapon that fires faster, has more ammo, and does more damage. The only problem I see with this is it creating a disparity between what's a good weapon in co-op may not be as effective in multiplayer because it's not a direct translation, but it still allows creativity without being unfair. What do think? Too complicated?
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Edited by kjo: 5/13/2013 10:23:54 PMSo balancing is a complicated issue which I profess not knowing much about. Extra Credit's did an episode about it called [url=https://www.youtube.com/watch?v=Bxszx60ZwGw]Power Creep[/url], and they emphasized less mathematical balancing and an emphasis on creating incomparables between characters. You're absolutely right that the end point for balancing has to be technical mathematical balancing. But equally important is the idea of creating some items/armors/powers that can't really be compared to anything else; they are so different that they sort of allude a direct comparison. This way, players always have a different style of play, and can truly be unpredictable for an opponent. I'm not a huge PvP master, like many of the guys of these forums, but for me the hardest kind of player to beat is the guy who does things I can't predict. Incomparables can get us there. Then, balancing is really the icing on the cake; working out the small kinks of the gear, and my handicapping some OP play styles or gear combinations. What you propose may be complicated, but perhaps necessary in a game with such breadth. I guess my (long-winded) point is that long before you get to the nitty-gritty of balancing, Bungie can give itself tons of room for latitude by creating incomparable skills that give players an unlimited number of ways to face off.
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Excellent video! Subscribed and liked! And I think you are right. I was thinking in terms of just the initial product but we're also talking about a 10 year story-arc. Incomparable skills I think will be an important part of the equation to create sustainable gameplay.