At the request of another poster, I'm linking two YouTube videos of the Crucible Radio podcast (Planet Destiny, PVP focus) from a year ago. This is about three hours (edited) of interview given to Planet Destiny by Jon Wiesznewski and Sage Merrill. Where they talk about their methods and goals for assessing and making adjustments to weapons and class abilities in the Sandbox. I believe these podcasts are required listening for anyone who wants to understand how the Crucible wound up where it is right now, and what were the intentions and methods of the men who have led it here.
Since this is three hours of interview----and in fairness, since no real person is always right or always wrong----I'll also list some highlights from the interviews. below. Realize that this interview was done in Dec. of 2015. So this was right after the Mid-impact pulse rifle nerf...but before the MIDA Multi-tool meta and subsequent nerf. As a result both men get some things VERY wrong...but were also ahead of the community in realizing that certain weapons were better than "conventional wisdom" was saying.
But what I find of particular note here are: The absence of any methods (at least disucussed) to assess the impact of weapon and abilities changes on PVE. PvE players were essentially out in the cold with no voice at the table. No formalized method of looking at the impact of map design on weapon usage. and effectiveness. They look at lots of data to tell you WHAT is going on....but can't tell you WHY it is happening. Lastly, there is a clear effort to impose a Halo-esque feel on Crucible play. Rather than letting the game find its own natural equilibrium in terms of speed and lethality.
Lastly---and most relevant to the current crucible meta----lots of talk about balancing primaries vs other primaries. And use of special weapons vs other special weapons. Only ONE statement in the entire 3 hours about balancing primaries against special weapons.
https://www.youtube.com/watch?v=vaRsjqDdeew&t=1454s
https://www.youtube.com/watch?v=7SP9qlL8Ip4&t=12s
Major Highlights. Time markers are about where the relevant statements END. If you want to hear the full statement in context, scrub backwards from that point.
Link 1. Auto Rifles and Balance:
1. Discuss difficulty in trying to balance PvP versus PvE in a shared weapon system. [b] Both men make it clear that they believed that the average TTK---for 1v1 engagements the first Taken King meta (Nirwen's Mercy and other two-burst PRs) WAS TOO FAST[/b] (27:20)
2. Both men also state that they feel the Crucible is at is "best" when play speeds are slower, and in the more methodical play of 3v3. (Merrill refered to the faster play of 6s as "chaos") [b] Which I perceive as a bias for the game play of Halo, and a deliberate effort to resist the fast and fluid play that this game keeps trying to assert as its natural balance point. [/b] So the campaign of nerfs that followed for the remainder of Year 2, and the continual decline in the killing power of primaries was not radom....but was an ideological crusade of sorts to impose a particular vision of the game.
3. Efforts get made to resist the emergence of dominant playstyles. (32:58) Blink-shotgun was nerfed because it became a dominant play style in Year One that had few counters. (34:10)
4. Both men again state that PRs were nerfed in the re-balancing patch that was released in Dec. 2015, because they felt that a consistent 2 (head) burst kill resulted in a TTK that was TOO FAST. (40:00)
5. Go on to talk about the challenges of balancing specific weapon types, and that they look at weapon performance in the hands of Top 10% and Bottom 90% players seperately. State that they feel that "ARs are in a good spot" (LOL...Though Jon clarifies that statement so its less laughable in the second half of the interview). How tough it was to balance TLW wiithout breaking the weapon and destroying its place in the game's lore. They also talk about how perception and the "Band Wagon" effect puts a lot of pressure on them to "do something" about weapons that are overused, but clearly not over powered.
They mention MIDA specifically (and foreshadow the nerf that MIDA ended getting in the patch that came three months later) . (59:30) They also mention that they are well-aware that ease-of-access can also play into a weapon being overused, and the misperception of it being OP. They mention 1KYS specifically, and its 1.0 K/D (1:02:50) . Lastly they mention how Trials of Osiris has a powerful effect on weapon choice and how the "need" to "res snipe" led to a shift in sniper usage away from the Praedyth's Revenge class to the current sniper meta.
ALL OF WHICH BEAR A STRIKING SIMILARITY TO THE SITUATON THAT CLEVER DRAGON IS IN RIGHT NOW.
6. They go on to explain how fusion rifles work, and how there was a bug that (was found and fixed) caused FRs to be more accurate when hip-fired than when players ADS.
Link 2: Data Vs Perception
1. Explains the rationale behind the slight buff to HRoF ARs that the community was in such an uproar about right then. Jon goes on to explain that both the HRoF and MRoF ARs were "in a good spot" (which he eventually was proved to be right about). Also states that he's aware that the Suros/Shadow Price class was not (9:16)
2. He also explains how various damage multipliers have to be factored into weapon tuning. Example ARs have a 1.25 X precision multiplier, and exotic ARs have access to barrell upgrades that buff damage (eventually revealed to be 5%) (13:00)
[b] He goes on to explain that AR base damage was tuned to EXOTIC ARs, and not legendaries. Because he felt that making the legendaries competitive across the board would make the exotics OP. That is goal is not for exotics to be "best in slot", and that the choice to use one is a build/play style decision and not a weapon power one. [/b] IOW, legendary ARs were essentially nerfed to keep Exotics from becoming OP...and killing too fast. (14:42)
3. Wiesznewski rhapsoizes about how pleased he was about a weapons usage graphic that was very "flat" (even) and how pleased he was about that (despite Year 2 maps being very open and promoting mid-range combat) . Though he played this off as a "joke"....I think the joke was more self-revealing than he intended. I think it showed what his ultimate goals are/were. (22:26)
4. Merrill goes on talk about how "Perception is Reality" in the mind of many players in ways that complicate the balance process. People tend to experience what they expect. One of the host's unfair "trial" of an auto rifle was broken down point by point. Also things are seen differnetly depending on what echelon you play at. They talk about how Top players perceived Bladedancers as underpowered....but how the vast majority of players would strongly disagree with them ( greater ability to snipe people out of supers at higher levels of play?)
5. Merrill states that is there specific goal to see that supers give you about an average of 3 kills if well played, and only about 13-15% of your total kills in PVP. Achyllophage Symbiote got nerfed for the former reason, and to promote build diversity (40:00) and Sunbreakers 1.0 got nerfed for the latter reason ( 19-20%)
6. When asked about tuning things to the play of the best players (Thorn and Sweaties), Merril responded that "This group of players will ALWAYS find the fastest way to kill someone." IOW. If you take one weapon out of their hands, they'll just move to the next fastest killing method. (true). He goes on to state that the intent behnd Thorn's burn was that it was designed to FORCE the player shot to disengage. (but it was precisely the power to do that which angered so many who didn't see it as a legitimate mechanic....because they WANTED to be able fight through it.) (1:00:00)
7. Interview closes with a repeat of the discussion of the balance problems that the existence of exotic weapons presents...and their philosophy in dealing with them. (unsolvable problem)
Edit: Link to second half of interview corrected.
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44 RespuestasEditado por bFLY: 1/30/2017 8:02:46 PMPvp players moaned and bitched until they got their way. The bad players complained about weapons that were killing them, falsely calling them op. The good players complained about having to try every match, and always having to play people who can actually beat them (they'd rather Pubstomp with little effort). Bungie caved to both sides. That's how crucible got to where it is today. You don't need to write a book to say that lol
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7 RespuestasTL;DR - Bungie needs to reset all changes ever made to Destiny and buff Thorn
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1 RespuestaTLDR. Fix latency, having a bad connextion shouldn't be an advantage. Buff primaries, matches are pretty much decided on snipers and shotguns
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2 Respuestas1. Hunters whined. 2. Nerfs followed. 3. Hunters whined more. 4. More nerf followed. 5. Titans and Warlocks adapted. 6. Hunters whined because they couldn't adapt. 7. More nerfs followed. That pretty much sums it up.
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3 RespuestasI was just walking and the front of my big toe felt weird and with each step as I continued to walk I could slowly feel my toe creeeping threw a hole in my sock untill it completely penetrated it and is now all alone in the rugged terrain of my boot while his brothers are all cozy in the comfort and safety of my thick warm sock. It's a rather sad story.
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3 RespuestasSo fusion rifles are not getting nerfed?
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I think I left it in the garbage behind the local Hooters, if anyone goes looking for it.
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1 RespuestaIt's simple how it got broken. Rather than buff or introduce counters to strong weapons/playstyles, they nerfed what was good into the ground. This left most weapons, broken and useless in pvp. I mean think about it, how many weapons do we scrap in comparison to what is usable, and what is usable now would have been laughed at in year one.
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12 RespuestasThe problem I see with Crucible is quite simply that Destiny's gunplay and gameplay mechanics do not work in a PvP environment. Destiny was clearly designed around PvE, with PvP coming in as something of an afterthought after all the initial balancing had been done. I'd prefer that D2 did not include a PvP mode, and if it did, that it would be completely separate from PvE and its balancing.
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10 RespuestasThe Mida nerf and its justification was one of the dumbest things they've done If they keep up the current mindset the game will never be balanced
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3 RespuestasMake destiny great again
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3 RespuestasSo.....buff fusions?
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1 RespuestaI want more in depth exotic weapon quests
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4 RespuestasI just want my skill gap back, I'm sick of consistently beating "gods" and losing to .8s with 5 days game time.
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13 RespuestasEditado por Haunter: 1/30/2017 12:15:28 AM[quote]2. Both men also state that they feel the Crucible is at is "best" when play speeds are slower, and in the more methodical play of 3v3. (Merrill refered to the faster play of 6s as "chaos") [b] Which I perceive as a bias for the game play of Halo, and a deliberate effort to resist the fast and fluid play that this game keeps trying to assert as its natural balance point. [/b][/quote] Imo this should be the goal, halo is very competitive because the weapons ttk is higher giving players who were ambushed a chance to fight back if they have better overall gunskill, however due to how everyone spawns with (what halo considers) power weapons they replace any primary that wouldn't kill in a short time. :/ Maybe if there was a Primary only playlist, no special, no heavy, no ammo in sidearms even on spawn, icebreaker and invective both don't generate ammo, NLB and uni both would spawn with no ammo and wouldn't be able to pick up any, then this could be a far more competitive game and overall a far more fun playstyle.
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1 RespuestaEditado por Synge_X: 1/30/2017 12:01:13 AMNicely done. Every person on the feedback forums should read this post and listen to this interview/podcast. This is irrefutable proof that Bungie is the driving force for the state of the crucible at any given time, not external pressure from the community(forum crying/complaining etc). Notice that Jon references the "Bandwagon effect", not the bandwagon cries for change when deciding the tuning of weapons that are overused... Jon appears obsessed with the spreadsheet of weapons and the primary usage "flattening" that occurred(due to changes in the 2.0 patch) being a desired outcome, with little to no mention of its tangible impact to gameplay in real-time. The deliberate weakening of primary weapons, with future gradual changes to classes, grenades, and special weapons, is what lead us to where we are in the crucible today, a serious primary vs special issue. It began with sniper rifles and eventually came to the current shotgun meta... This is far worse that one or two primary weapons being out of balance, this is an ENTIRE weapon slot rendered less effective(when compared to the OHK aspects of the game). We can blame each other for where we are, but this post and podcast sheds light on the real reason, Bungie's vision, hands down, no argument. Despite this glaring fact... A reality I have been enlightened by for months now(I listened to this podcast the day it was released), this community(including prominent posters) seem hell more bent on giving feedback to itself than to the real perpetrators of the problem, Bungie. You were staunchly against CBMM changes, but you have to give it to the community at that time, they rallied in mass, unified, and told Bungie exactly what they wanted... Bungie reluctantly, and rudely acquiesced... Meaning they went against their own vision for what they saw as "fair play" to please the community. WE COULD HAVE THIS SAME SUCESS WITH WEAPON BALANCE IF WE COULD UNIFY!!!! But no, we remain divided in the following groups... Anti-nerf Pro-nerf Anti-balance Pro-balance Biased toward main weapon class Biased toward main sub class Biased toward character class Sniper Shotgun user Voop nation(the best among us) Casual Hardcore Elitist Players with Good connection Players with Bad connection Campers/non aggressive players Rushers/aggressive players Players who believe no level of balance is possible PVP players PVE players Extremist who believe PVP should be removed Trials players 3v3 only players 6v6 only players Trolls Having good weapon balance doesn't mean perfect balance. It's such a ridiculous argument to say that none of this is a worthwhile endeavor because we can't have perfect balance, no goddamn game in the history of the world has ever been perfectly balanced, it's a moot point... Good balance in a loot based game means that all weapons feel fun and effective for all types of players, not requiring months of practice and a physics degree to -blam!-ing use them... Bungie's changes to the crucible have not been comprehensive, nor focused on making the game balanced in any way, shape, or form... Their vision has almost never been clear or fully realized, a perfect example of this would be their attempts to limit special ammo, just to have them completely pull back a few months later. Despite player feedback, terabytes of metrics, and personal experience, they cannot seem to get it right, so the easiest thing to do is simply create a new meta. The end of metas, and a comprehensive balance patch, with greater, faster support for it, is what we should demand as a unified community... Not constant toxic bickering back and forth about who among US is right or wrong... After all, what we all want is a fun crucible where all of our subsequent play styles are represented, with guns that feel fun to use.
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1 RespuestaI think they need to start from scratch(Vanilla Destiny). They can implement some changes that were needed(That TLW 111 headshot, lol), but start over. It's to the point know that they are over complicating an already complicated situation.
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5 Respuestasspecial weapons make crucible chaotic and as long as players don't have to manage their special ammo it will never change.
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I thank you for your effort. I think that the bungie software engineers are having a great time tweaking the software.
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1 RespuestaBump for later please . Looks like a good read. And it better be!
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4 RespuestasTL; DR Bungie made a boo-boo They're taking their time with this upcoming weapon patch. Here's to hoping they find proper balance m8 [spoiler]Watch your asses if they buff Auto Rifles. I already use them competetively.[/spoiler]
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9 Respuestas[quote]At the request of another poster, I'm linking two YouTube videos of the Crucible Radio podcast (Planet Destiny, PVP focus) from a year ago. This is about three hours (edited) of interview given to Planet Destiny by Jon Wiesznewski and Sage Merrill. Where they talk about their methods and goals for assessing and making adjustments to weapons and class abilities in the Sandbox. I believe these podcasts are required listening for anyone who wants to understand how the Crucible wound up where it is right now, and what were the intentions and methods of the men who have led it here. Since this is three hours of interview----and in fairness, since no real person is always right or always wrong----I'll also list some highlights from the interviews. below. Realize that this interview was done in Dec. of 2015. So this was right after the Mid-impact pulse rifle nerf...but before the MIDA Multi-tool meta and subsequent nerf. As a result both men get some things VERY wrong...but were also ahead of the community in realizing that certain weapons were better than "conventional wisdom" was saying. But what I find of particular note here are: The absence of any methods (at least disucussed) to assess the impact of weapon and abilities changes on PVE. PvE players were essentially out in the cold with no voice at the table. No formalized method of looking at the impact of map design on weapon usage. and effectiveness. They look at lots of data to tell you WHAT is going on....but can't tell you WHY it is happening. Lastly, there is a clear effort to impose a Halo-esque feel on Crucible play. Rather than letting the game find its own natural equilibrium in terms of speed and lethality. Lastly---and most relevant to the current crucible meta----lots of talk about balancing primaries vs other primaries. And use of special weapons vs other special weapons. Only ONE statement in the entire 3 hours about balancing primaries against special weapons. https://www.youtube.com/watch?v=vaRsjqDdeew&t=1454s https://www.youtube.com/watch?v=vaRsjqDdeew&t=1454s Major Highlights. Time markers are about where the relevant statements END. If you want to hear the full statement in context, scrub backwards from that point. Link 1. Auto Rifles and Balance: 1. Discuss difficulty in trying to balance PvP versus PvE in a shared weapon system. [b] Both men make it clear that they believed that the average TTK---for 1v1 engagements the first Taken King meta (Nirwen's Mercy and other two-burst PRs) WAS TOO FAST[/b] (27:20) 2. Both men also state that they feel the Crucible is at is "best" when play speeds are slower, and in the more methodical play of 3v3. (Merrill refered to the faster play of 6s as "chaos") [b] Which I perceive as a bias for the game play of Halo, and a deliberate effort to resist the fast and fluid play that this game keeps trying to assert as its natural balance point. [/b] So the campaign of nerfs that followed for the remainder of Year 2, and the continual decline in the killing power of primaries was not radom....but was an ideological crusade of sorts to impose a particular vision of the game. 3. Efforts get made to resist the emergence of dominant playstyles. (32:58) Blink-shotgun was nerfed because it became a dominant play style in Year One that had few counters. (34:10) 4. Both men again state that PRs were nerfed in the re-balancing patch that was released in Dec. 2015, because they felt that a consistent 2 (head) burst kill resulted in a TTK that was TOO FAST. (40:00) 5. Go on to talk about the challenges of balancing specific weapon types, and that they look at weapon performance in the hands of Top 10% and Bottom 90% players seperately. State that they feel that "ARs are in a good spot" (LOL...Though Jon clarifies that statement so its less laughable in the second half of the interview). How tough it was to balance TLW wiithout breaking the weapon and destroying its place in the game's lore. They also talk about how perception and the "Band Wagon" effect puts a lot of pressure on them to "do something" about weapons that are overused, but clearly not over powered. They mention MIDA specifically (and foreshadow the nerf that MIDA ended getting in the patch that came three months later) . (59:30) They also mention that they are well-aware that ease-of-access can also play into a weapon being overused, and the misperception of it being OP. They mention 1KYS specifically, and its 1.0 K/D (1:02:50) . Lastly they mention how Trials of Osiris has a powerful effect on weapon choice and how the "need" to "res snipe" led to a shift in sniper usage away from the Praedyth's Revenge class to the current sniper meta. ALL OF WHICH BEAR A STRIKING SIMILARITY TO THE SITUATON THAT CLEVER DRAGON IS IN RIGHT NOW. 6. They go on to explain how fusion rifles work, and how there was a bug that (was found and fixed) caused FRs to be more accurate when hip-fired than when players ADS. Link 2: Data Vs Perception 1. Explains the rationale behind the slight buff to HRoF ARs that the community was in such an uproar about right then. Jon goes on to explain that both the HRoF and MRoF ARs were "in a good spot" (which he eventually was proved to be right about). Also states that he's aware that the Suros/Shadow Price class was not (9:16) 2. He also explains how various damage multipliers have to be factored into weapon tuning. Example ARs have a 1.25 X precision multiplier, and exotic ARs have access to barrell upgrades that buff damage (eventually revealed to be 5%) (13:00) [b] He goes on to explain that AR base damage was tuned to EXOTIC ARs, and not legendaries. Because he felt that making the legendaries competitive across the board would make the exotics OP. That is goal is not for exotics to be "best in slot", and that the choice to use one is a build/play style decision and not a weapon power one. [/b] IOW, legendary ARs were essentially nerfed to keep Exotics from becoming OP...and killing too fast. (14:42) 3. Wiesznewski rhapsoizes about how pleased he was about a weapons usage graphic that was very "flat" (even) and how pleased he was about that (despite Year 2 maps being very open and promoting mid-range combat) . Though he played this off as a "joke"....I think the joke was more self-revealing than he intended. I think it showed what his ultimate goals are/were. (22:26) 4. Merrill goes on talk about how "Perception is Reality" in the mind of many players in ways that complicate the balance process. People tend to experience what they expect. One of the host's unfair "trial" of an auto rifle was broken down point by point. Also things are seen differnetly depending on what echelon you play at. They talk about how Top players perceived Bladedancers as underpowered....but how the vast majority of players would strongly disagree with them ( greater ability to snipe people out of supers at higher levels of play?) 5. Merrill states that is there specific goal to see that supers give you about an average of 3 kills if well played, and only about 13-15% of your total kills in PVP. Achyllophage Symbiote got nerfed for the former reason, and to promote build diversity (40:00) and Sunbreakers 1.0 got nerfed for the latter reason ( 19-20%) 6. When asked about tuning things to the play of the best players (Thorn and Sweaties), Merril responded that "This group of players will ALWAYS find the fastest way to kill someone." IOW. If you take one weapon out of their hands, they'll just move to the next fastest killing method. (true). He goes on to state that the intent behnd Thorn's burn was that it was designed to FORCE the player shot to disengage. (but it was precisely the power to do that which angered so many who didn't see it as a legitimate mechanic....because they WANTED to be able fight through it.) (1:00:00) 7. Interview closes with a repeat of the discussion of the balance problems that the existence of exotic weapons presents...and their philosophy in dealing with them. (unsolvable problem)[/quote] Bump
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Had ago about a hour ago same old same old except I think it's showings it age now.
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2 RespuestasLook at all the dominant weapons throughout Destiny's history. When you nerf the majority of them it's gonna be a smaller and smaller pool. [spoiler]Never Forget the HoW meta![/spoiler]
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6 RespuestasHe is talking BULL***T. The enemies don't even see him on their radar! Destiny's PvP is broken beyond repair for 90% of all players. And then there are of coure streamers like him, which are always on the good side of latency.
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3 RespuestasSounds like it would be easier to balance the crucible if they just stuck to base weapon archetypes with no perks for gameplay.