Main > Gameplay
1.3.3 GUNS AND GUNNER SKILL BALANCE
Imagine:
--- Quote from: -Mad Maverick- on October 31, 2013, 11:53:10 am ---
--- Quote from: dragonmere on October 31, 2013, 11:51:20 am ---I'm sorry for contributing to this problem with a single line at the bottom of a 7 paragraph post directly about gun/ship experience/balance but...
This is a gun/ship balance thread. Lets make a new thread if we really need to continue this discussion.
--- End quote ---
hey guys good feedback! can i see the usage and win % of boats and gat/mort and other set ups please I need it to be able to give balance suggestions intelegently*
--- End quote ---
--- Quote from: Imagine on October 31, 2013, 11:19:22 am ---They're recorded, but afaik, never released because that sort of stuff really doesn't have anything to do with us.
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RearAdmiralZill:
PM Awkm if you want those stats Maverick. We need to quit derailing this thread else it's just not going to give the proper feedback.
awkm:
We don't give out anything to % usage or wins. Yes, we rely on our player base to give us feedback but at the same time you guys are players so its Muse's responsibility to keep your experience intact. Numbers will ruin it. This is why games aren't as fun as they used to be for me. It's because I know the trade secrets. We don't want you to play the numbers game because that's not the game we're trying to design here. I'd like to keep that line there as much as possible.
I will tell you, however, that based on our information the usage of gat/mortar was discouragingly high. However, this was not the only number we looked at. It was actually one of the last. A lot of things we needed to look at aren't easily recorded by numbers, in fact. Because the changes to gat/mortar was a multi-pronged attack on several kinds of problems, the numbers only nailed the coffin shut in what we knew had to be changed already. The strategy is still viable but as many have noted already it is a little more challenging to pull off.
Basically what I'm saying here is, please trust me in this effort to make the game better. I'm honestly not trying to eff any of you over and that there was good reason for this change as many have already started to discover on their own.
Great feedback coming in.
This leads into needed revisions to Gatling, which are up on stage. RoF has been increased for testing. Also some reduced fire on Hades. More details in Dev App forum board.
-Mad Maverick-:
thanks again eric for your constant interaction and relationship you have clearly worked hard to build with us the players.
its just hard for me to participate in conversations with everyone who is giving experiential data and basing their feedback off of said data when i dont share the same data with them. i think if you were to share the hard numbers on simply usage % and win % of ships it would ease the frustration of players who feel like they arent being heard.
currently i feel like i am not being listened to because i am saying, "i dont feel like i face pyra's SO often that it is worth changing." and in response all i get is basically, "yes you are, trust me." what is happening is through under-sharing data you are accidentally making it hard for some of us to feel valued/heard and therefore harder for us to just "trust you".
think of the alternative: "i dont understand why you keep nerfing the pyra! it is ALREADY underused and never wins!" with hard numbers that person could see that in general this isnt true they would then be able to join in the solution of a problem they are now convinced DOES exist as opposed to continuing to argue a point because they are not feeling heard.
but again this is YOUR game i just am feeling bummed because the game i helped kick-start (twice now! yay for adventure mode!) seems to becoming a game that i feel like i have no say in. if the reason i havent been listened to is because im wrong id like KNOW that i am, not just reassured that i am, that's all.
thanks again man i fully realize you dont HAVE to respond to anything any of us say so the fact that you do is awesome!
awkm:
It's not just the Praymidion though. I was entertaining the idea of bringing back some rotation speed to the Pyramidion, but those changes take a little bit longer to calculate. Don't worry, I am trying to listen to everyone here. I've been trying to reassure everyone that feedback is being heard and is being taken into account.
We know what's causing the spotting difficulties. For now, if you stand well away from a gun or engine (their interaction region) you should be able to spot. We're working on that right now.
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