OP probably thinks that it’s unfair that Ryu doesn’t have a command throw because Zangief has one.
True balance can only be achieved through class fantasy and unique skill sets
Except they do. They all interact with each other in different ways.
Try again.
Im curious. Explain it to me, in detail, if you would.
I think they have developed code to automate class changes. The problem is it causes more problems than it solves.
Class balance isn’t the issue right now, classes have always been imbalanced. It’s that none of the specs are fun to play.
That is simply false. A computer CAN NOT do anything that a human can’t do. Trust me – I was a software dev for 32 years.
How to you tell a computer to do something? Figure out how YOU would do it. Then simplify that so much a computer can do it. There is no other way. Computer programs have an IQ of zero. All intelligence is in the human devs.
And a human can’t balance all 36 subclasses. It can’t be done. It’s impossible.
Because humans tell the computer what to do. In this case, humans have to know how to balance the classes. Until they do, how can the program computers to do it?
pointless careerism
Just write the code 4Head
Write an algorithm that will make the classes fun to play again, or just hit us with your last image of MoP without the WoD prepatch
WHY DOESNT BLIZZARD DEVELOP CODE TO AUTOMATE CLASS BALANCE?
if everything worked in percentages itd be a lot easier when things change.
a man has 100% health.
one unarmed hit from one man to another unarmored man does 10% health.
Adjust percentages for armor and weapons and spells.
So the attacker now has a sword, the damage increases to 25%.
Add in critical percentages for some extra flavor.
Adjustments could be standardized between creature size as well.
Larger attackers would do a larger percentage of damage to smaller ones in most cases.
since its all percentages, when the characters level increases…or when something else changes, the percentages still remain the same…less work having to tweak it all over again. Less work when you do a level squish since its all based on percentages of X instead of hard, defined numbers.
I do this when I build websites. i rarely ever use hard numbers. This way my sites adapt to screen / browser size automatically when they change.
Modern CPUs run on a 3.5GHz clock. That’s over three trillion instructions per second. You think 120 permutations are going to break a computer?
You’re overcomplicating the problem if you’re tackling it from the gear angle as opposed to the stat angle.
These are stupid self-imposed design decisions that demonstrates just how low balance is on their priority list.
These problems have been solved by many third-party developers already.
Only three specs per class. No more, no less. This is a constant.
That’s why they have a PTR. You’re right that you can never automate this aspect of it.
No. That’s what you’re asking for. It feels like you’re just taking all the concepts that you’ve covered in your senior level CS algorithms class and applying them whether they’re appropriate or not. I’m just saying that if they properly designed their system, they wouldn’t even need a tool to balance classes because pen and paper would suffice.
Part of the issue is that we have too many systems with too many interactions. They used to think that the Vanilla system was too complex, but it was actually far simpler. Vanilla gear never applied stacking buffs that oscillated between full power and min power on a cycle. It was much simpler: +20 spell power/attack power, +5 intellect, etc.
While I agree with you that the current system is impossible to balance with an automated tool, I don’t think it has to be. I think they overcomplicated it themselves because they honestly don’t care. Their current strategy, the last time I checked, was to cap the effectiveness of secondary stats so they don’t have to worry about it anymore. I’m waiting to see how that plays out. When you’re willing to cap a system like that, then I think you may as well simply discard it altogether. No one likes getting more of a stat that is completely worthless (hence no more hit rating).
Thought about that, stat scaling doesn’t work because players don’t get to do infinite stats, they get stats in blocks on gear or gems. Hence… gear matters because stats don’t come in single blocks but in groups.
Actually they haven’t, the theory crafters work on what they think will work well and then test at the target dummy… then that’s put into simC. But it’s definitely not a ‘solved problem’.
Worth reading by a theorycrafter on the topic:
Either way I don’t think you’re being realistic, and this is a moot discussion as Blizz doesn’t care. They don’t want things balanced. There are also cheaper and easier ways to approach the problem anyway.
PS nitpick:
Druid and DH would like to have a chat
Im sorry but if the humans cant balance the classes then they are just simply poor designers. Class design is completely made up – like it only exists because they wanted it to exist the way that it is. Otherwise, it would exist in some other way they wanted it to be.
Its not like the real world. The real world exists and mathematicians, scientists, and engineers have had to discover the differential equations that describe the motion of objects, planets, particles in electric fields, etc. By the way, the real world is WAY MORE COMPLICATED than the made up stuff that the class designers made in world of warcraft, and there are successful numerical methods being used to solve problems in fascinating real world applications that are WAY WAY WAY WAAAAAY more complicated and more nonlinear and have more interactions than choosing some stats and balancing spell coefficients.
We definitely agree on this.
Have it ever occurred to you that they simply can’t do it cause they don’t know the ability to do so? Its like people in the 70s asking why there is no cell phones like Star Trek yet. Well, it takes time for people to get to that point.
No, because:
The fact is that they prioritize “cool” interactions over balance.
This is the third time I’ve stated this in this thread:
If blizzard designed a balancing tool which could arbitrarily balance their spell coefficients to some specified parameter, it would OPEN UP THEIR ABILITY TO DESIGN COOL ABILITIES.
They can then more freely design interesting and fun mechanics and interactions and feedback loops because they have a reliable way to balance the end result.
Gear is more than just stats. There are various procs to consider as well. Not to mention that secondary stats don’t always scale linearly.
Also? I’m still waiting on anyone to explain why (if this truly were so simple) no other game out there uses AI to balance their game. You’d think that there would be many devs out there who would jump at a chance to reduce their workload.
But there aren’t. Not a single game out there uses AI to balance things. Explain that.
Except not really. Even third party sites are limited to either “patchwerk” or “aoe”. There are no sites that simulate the N’Zoth encounter.