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"Teams All Welcome" testing ground for units

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Date Editor Before After
9/16/2015 1:07:29 PMPLrankAdminSprung before revert after revert
9/16/2015 1:03:37 PMPLrankAdminSprung before revert after revert
9/16/2015 12:49:11 PMPLrankAdminSprung before revert after revert
9/16/2015 12:46:27 PMPLrankAdminSprung before revert after revert
9/16/2015 12:46:12 PMPLrankAdminSprung before revert after revert
Before After
1 [quote]For me it will be perfect to test things over and over again and even provide strong balance feedback suggestion. I just try to help you guys. If such a widget is made il spend decent time to improve and adjust units if needed 1 [quote]For me it will be perfect to test things over and over again and even provide strong balance feedback suggestion. I just try to help you guys. If such a widget is made il spend decent time to improve and adjust units if needed
2 (...) 2 (...)
3 it will get polished more to 100% after we the players will try "new things". [/quote] 3 it will get polished more to 100% after we the players will try "new things". [/quote]
4 read the previous post 4 read the previous post
5 this is not how balancing works 5 this is not how balancing works
6 \n 6 \n
7 you do "testing over and over again and provide feedback" by just playing the game normally 7 you do "testing over and over again and provide feedback" by just playing the game normally
8 \n 8 \n
9 units cannot be objectively discovered to be balanced in a game as complex as ZK through math, so you need to see how units perform in various real environments, how they relate to other units, and where they stand in the metagame, not just say "i adjusted some value from X to Y, played a sterile game and didn't see any problem" and especially not by saying "it's now 100% right" afterwards 9 units cannot be objectively discovered to be balanced in a game as complex as ZK through math, so small numerical tweaks can be meaningless unless they cross over some boundary ( eg. cause it to outrange some other unit, or start 1-shotting)
10 \n
11 you need to see how units perform in various real environments, how they relate to other units, and where they stand in the metagame, not just say "i adjusted some value from X to Y, played a sterile game and didn't see any problem" and especially not by saying "it's now 100% right" afterwards
10 \n 12 \n
11 at some point you do get to tweak stuff but using a dynamic variable which changes values multiple times during a single game through trial-and-error is not usually a good method to do that (example: det has 85800 health. would the rounder value of 85000 be better balanced? maybe, but i can play a bunch of games with det tweaked to 85000 health and there would be no tangible difference at all) 13 at some point you do get to tweak stuff but using a dynamic variable which changes values multiple times during a single game through trial-and-error is not usually a good method to do that (example: det has 85800 health. would the rounder value of 85000 be better balanced? maybe, but i can play a bunch of games with det tweaked to 85000 health and there would be no tangible difference at all)
12 \n 14 \n
13 [quote]So newbies won't be face to face with imbalaced units[/quote] 15 [quote]So newbies won't be face to face with imbalaced units[/quote]
14 yes they will, for the duration of the games with the tweak mode, and considering big teams tend to have large streaks of games with such shitty options enabled it's safe to say that's going to be most of the time 16 yes they will, for the duration of the games with the tweak mode, and considering big teams tend to have large streaks of games with such shitty options enabled it's safe to say that's going to be most of the time