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#16 | ||
![]() Join Date: Dec 2010
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tribes also had a cash shop in beta
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a) have less than 20 matches under your belt and STILL feel you have the right to complain about balance b) you have no idea how Mobas work and why you cant drop out c) you have absolutely no idea of the balance of the game, you dont know stuff like jumps counter grapples, commandos are only strong when fed and their role is the one of finishers, overextending is never a good idea, etc and YET once again you feel you have the right to complain about balance |
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#17 | |
![]() Join Date: Dec 2010
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its the curse of MOBA games, if you allow someone else to join you get an underleveled hero, or a player completely stuck with a hero he doesnt know how to use, or allow the other team to change hero midgame, etc Last edited by NuclearKangaroo: 05-04-2012 at 03:39 PM. |
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#18 |
![]() Join Date: Nov 2004
Reputation: 134
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No, it can be done. You just aren't bothering to think of solutions. All they'd have to do is implement an auto-leveling system that raises the level of new players to that of the lowest-leveled teammate. If a team had only four players, for example, levels 7, 8, and 9, and a new player joined, he could immediately be brought to level 7 and provided the points to invest into his abilities so that he could hop right in and be competitive with everyone else. It's an incredibly simple solution, but one I know the developers will never implement because they're already intent on doing MOBA/DoTA by the books.
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#19 | |
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And thats one of many problems with the game. |
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#20 | |
![]() Join Date: Dec 2010
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im accepting the route they took because i think the game is fun as it it, i have over 40 hours logged i wouldnt be playing this much if i didnt think the devs made the right choices and the game is fun as it is but lets make this clear, how many matches have you played? obviously if you have played too few matches and still dont know the ins and outs of the game you have no word on the balance of it Last edited by NuclearKangaroo: 05-04-2012 at 04:17 PM. |
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#21 | |
![]() Join Date: Dec 2010
Reputation: 714
Posts: 4,941
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lets say the player that quit WAS the lowest leveled player as it usually is, dont you think leveling him up is a bit issue regarding team balance also what are you going to do about the hero? the newly arrived player will find himself stuck with a character he might not like, worse, if you give him an option to change to a hero of his liking you give that team an incredible advantage by allowing it to change heroes midgame if you add a "look for an ongoing game with this hero i like" option it will turn into a problem once the game ends up with a hero selection the size of LoL's or Dota's and dont get me started on the fact a new player enters the game with his own set of products, endorsements and possibly a higher level there is no way to make this work, period, or atleast an EASY and PRACTICAL way "they're already intent on doing MOBA/DoTA by the books" yeah this is a MOBA game by the books... Last edited by NuclearKangaroo: 05-04-2012 at 04:26 PM. |
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#22 | |
![]() Join Date: Jan 2009
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Posts: 733
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#23 |
![]() Join Date: Dec 2010
Reputation: 714
Posts: 4,941
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absolutely thats why it is one of the most played free games on steam despite the fact it was unceremoniously released ahead of time due to a glitch without any advertizing
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#24 |
![]() Join Date: Nov 2004
Reputation: 134
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No, I really don't. And if need be, you could implement an alternate solution in which new players are raised to the level of the player who last left their team. I don't think the ability to choose a hero when that player first joins the game would present as much of a balance problem as you think it would, either, and to prevent abusing the system, you could prevent players who leave the game from re-joining the same server (just for the sake of changing his or her class) until the round ends. Then again, I think players should be able to change their classes on-the-fly anyways, so I suppose that's for an entirely separate argument.
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#25 | |
![]() Join Date: Dec 2010
Reputation: 714
Posts: 4,941
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if i have a character build, and a product set aimed at countering an enemy veteran and instead he changes to a gunner it presents a big balance problem and theres also players joining when the team is about to lose/win and get their stats affected because of it and no players should be able to change characters on the fly, because they are no longer classes, they are heros/champions/pros, no MOBA game allows it for a pledora of reasons Last edited by NuclearKangaroo: 05-04-2012 at 04:58 PM. |
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#26 | |
![]() Join Date: Nov 2004
Reputation: 134
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That's the problem I have. When you stick so closely to the MOBA "rulebook," as I call it, it leaves very little in the way of thinking outside the box and offering new ways to play. Those are the same ways of thinking that have run genres into the ground with so many games that play exactly the same way because they're afraid to part with old ways or experiment with new things. |
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#27 |
![]() Join Date: Jan 2009
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Remember MNC? Same thing. Most played game then people playing it started to let go.
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#28 | |||
![]() Join Date: Dec 2010
Reputation: 714
Posts: 4,941
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and again your "time in the match" suggestion isnt viable because it would give stomps less credit, the matchmaking would handle the request as "wow this guy defeated the enemy team in 7 minutes, but on the other hand he only played for 7 minutes, TO THE NEWBIES QUEUE YOU GO MR PUBSTOMPER" Quote:
the only reason it follows those MOBA rules is because its the only way to make the gameplay balanced, its like arguing TF2 sticks itself way too much the the FPS "rulebook" by requesting you to capture the flag to win in CTF matches Quote:
and if the first game was abandoned, why would they want to make SMNC just like the first game? Last edited by NuclearKangaroo: 05-04-2012 at 05:30 PM. |
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#29 |
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#30 |
![]() Join Date: Nov 2007
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The OP listed 3 things that I like most about SMNC.
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