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Everything posted by El2aZeR
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That actually depends on what kind of game you want to design as "fun" is an incredibly subjective thing. Generally speaking though in a PvP game the losing side always has less "fun" (if any at all) than the winning one, but because winning is such a satisfactory feeling people will take their chances on being on the losing side from time to time. It's basic human nature, "not only should I succeed, others should fail!"-type of stuff. It has nothing to do with the game mechanics themselves (which I agree should be "fun" to use). You can even have it as a design goal that losing shouldn't be fun. Why? Because if you're having fun both winning and losing you're potentially gonna grow complacent without any drive to improve yourself. By making losing "not fun", a game developer can spur you into improving your play. Most competitive multiplayer games usually do this. Sure, the usage of game mechanics was probably fun to you, but that you haven't actually won will always leave a bitter taste in your mouth (if you take the game seriously ofc). And depending on the game it's fine that way. This is also another area WG has failed in. They've made losing (or dying, or taking massive damage, or whatever) not fun, that much is obvious. What they have however not done is to give players information on how to improve. Basic example: A new player will likely wonder for a very, very long time why he receives massive damage while broadsiding. Or why when he shoots his guns at broadsiding targets (with HE) he never reaps such damage totals. He will never strive to improve himself because he is at the limit of his game knowledge (after all nothing in the game tells him he should angle or use AP shells) until one day a frustrated teammate will likely tell him in a... colorful manner that he should angle and/or use AP shells. Even then he may disregard such advice because people tend not to take others seriously when they're being insulted at the same time. So yeah, why isn't such basic, but fundamentally crucial information found in the game? I doubt we'll ever know.
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Well... Someday they gotta do it, right? Right? Guys? Why are you looking at me like that? D:
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Nothing. Have WG fix the friggin' spawns. Even without CVs that spawn is nothing short of *Edited
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If that DD has needlessly exposed himself, sure. Possibly but considering how much easier balancing and adjustments actually get afterwards I'd say it's a sacrifice worth making.
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Fundamentally impossible from both a game balance and design standpoint, unless you want every ship class to have more or less the same characteristics, roles and abilities. You will not even come close to anything resembling balance otherwise. For example due to the inherent ability to contest caps the best DDs have much more game influence than, say, cruisers and BBs. Another one? Because cruisers have consumables that are essential to turn around common situations they have more match influence than BBs. Want one from another genre perhaps? If a healer in an MMORPG screws up the entire raid is [edited], on the other hand if a DD screws up all that affects is the raid clear time. There is no game in existence that has multiple fundamentally different classes that each have even remotely the same level of influence. It is not even just a game design principle, it is natural law. Diversity and equality are on opposite ends of a spectrum. It is impossible to unite them. So what can be done? Balance the game as a system instead of treating each individual class as a separate entity. Have your available roles distributed wide enough among the different classes so that each class becomes not necessarily crucial, but viable. Balance the power of an ability against the availability and/or ease of counter. And so forth and so on. Basically, balance this game like literally every other game that employs a similar system out there.
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To get more serious again :) True, which is why CVs as a gameplay concept work. The only inherent thing a CV can do is a team tool. That makes CVs reliant on teamplay, like all other classes are (or should be). Wonderful, no? In terms of game mechanics and balancing this would be ludicrously difficult. There is a fine line between "easy to use, hard to master" and "too easy to use, why bother to master". Personally the only immediate change I would make in terms of mechanics would be to remove auto drop. Bad CV players and skilled ones basically play completely different games. With the removal of auto drop bad players are either forced to git gud or gtfo. And since now every CV player is on the same basic playing field CVs the skill difference becomes easier to adjust to boot. A problem that goes much deeper than just CVs. The average player is simply [edited], no matter what class he plays. A wonderful result of WG's lack of guidance. Seriously, the last time I went into a team-based PvP game without the game explaining literally anything whatsoever was Counter-Strike back in 2000. We're victims of a system that has been obsolete for well over a decade and a half. It's infuriating, really.
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I call hax!
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No, it doesn't. As a CV your enemy can actively create situations in which you are entirely incapable of doing damage. Another class can still fire their guns and torps to hope to deal damage, a CV on the other hand cannot. Therein lies the difference. When playing another ship class you always have a chance to deal damage. A CV does not. Whether you actually do deal damage is entirely irrelevant. And imo it's overall fine this way. After all that is the entire design goal of CVs.
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Fought 3 GZs (2x Test II, 1x Test I). Got CS 3 times. What the people who are balancing this thing are thinking I hope I will never know, as I'm sure I will die of stupidity once I do.
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Sure, sure. :)
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- states questions - gets questions answered - "lol you keep ignoring my questions so I ignore yours" So you mean to tell me when you sail around alone in this team based game you don't want to beat the mechanic that is directly designed to prevent that? What are we even arguing about then? I thought that is the entire basis of your whining. :)
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Discussion thread for "some interesting info around the world"
El2aZeR replied to Deamon93's topic in General Discussion
Well, they did in fact have much higher alpha when they were first implemented. I guess BBabies complained, so they got nerfed down to regular torp damage. Really, no one in their right mind would trade regular torps for DW ones right now. -
Why care about reports? Aside from the ability to get other players chat banned they do nothing.
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- sail around in a manner designed to be shut down by CVs - whine about how CVs are overpowered and need to be nerfed Also still failing to answer questions that aren't in your favor I see. How long do you think you can get away with it without losing all credibility (well, if you haven't already)? :)
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Nope, this is about why CVs have on average the highest damage output. Also you have failed to answer the question.
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Yup, since you still do the same hilarious things. Lets do a step by step analysis and take the most obvious factor in which you have failed to interpret data: CVs have the highest damage (though only in high tiers). Now tell me, why is that?
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*Edited Damn, look at that interpretation! "CVs are strong, so they are OP!" Straight from data to result. Just like "Decline in piracy is in direct correlation with global warming!" *Edited
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So you mean to say your own argument based on taking stats at face value is totally irrelevant and without meaning? *Edited
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Doesn't that however simply mean that your team has misplayed severely somewhere since they all got killed as well and the CV is simply reaping the benefits? Ever tried dropping something that will actually have to care about flooding and/or fires? Your squads get melted with little return if you send them in one by one. You only get one shot at setting up DoTs. Anything else is a waste of time and resources.
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When you're the last guy alive why even care if planes or a bunch of surface ships kill you? You're dead anyway. Base chance is also far lower than with regular torps.
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And ofc as we all know using stats without proper interpretation is totally the right way to balance a game. This is why global warming is in direct correlation with the decline in piracy on the high seas. Assuming you even get flooding. (No, seriously, I've had plenty of drops with 9-12 hits and got no flooding out of it. It would surprise you how common it is.)
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Easy, the Yamato has to adjust his play around you, not the other way around. On the other hand it is your responsibility to find a position that is both advantageous for you and allows your teammates a certain degree of freedom. Basic teamplay stuff. And if you honestly believe that torps being nerfed to such a degree is a good thing then boy do I have some bad news for you. You make the colossal mistake of allowing yourself to get caught in a torp spread and expect to get out of it despite that? Don't make me laugh.
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
Since some of us are hyped about the upcoming Touhou Steam release, I thought I'd post this here: - First, why did ZUN bring Touhou to Steam? Apparently, ZUN has been thinking about bringing Touhou to Steam for several years now and fans often asked about it when he made a trip overseas. However, at that time putting Touhou on Steam would require ZUN to first translate it into English, and ZUN found that it's too much of a hassle so he put it on hold. Nowadays, though, such rules no longer apply and non-English games can be brought to Steam as is. So, ZUN decided that it's time to release it there and announced it in the Nikenme Radio a few weeks ago. Also, he has noticed that some laptops now don't even have a CD Drive on it, so he thought he should try to make the game more available this way. - So will it only be available in Japanese? At release, yes. However, ZUN has mentioned that he is aware of the various Translation patches worked by many volunteers, and he basically stated to "leave that matter to the fans" - Regarding the release of other titles beside HFiS As we have mentioned in the past, there is a plan to bring other main Touhou titles into Steam as well, but it depends on 2 conditions: 1. How well HFiS perform in sales, which is self-explanatory 2. Whether or not the system can run older titles such as EoSD ZUN explains that the early Windows titles like EoSD isn't compatible with recent OSs and would need some modifications, such as DirectX or even a patch to play it without glitching. For him to release those titles, he basically needs to redo the game from scratch. So it would take longer for those games to be playable on Steam, provided he released more of them - A possible release of Danmaku Amanojaku Gold Rush ZUN brought up the possibility that if ISC is ever released on Steam, he will also include the Time Attack mode Gold Rush version of that title, which has only been playable at certain offline events on his booth - Is there a chance for Touhou fangames to be released on Steam as well? Well, yes. ZUN has pretty much given his OK for doujin circles to bring Touhou fangames to Steam, provided they are willing to handle the procedures. Here is a translated script on that matter (Translation credit to Sedrife from MotK): ------------------------------------------------------------------------------ Q: There is an insider's rule that one can release Touhou derivative works to the platform as long as ZUN implemented it first. (Now that ZUN implemented Touhou on Steam), is there a possibility on having Touhou derivative works on Steam? ZUN: I'm sure it can come. Now that I think about it, there were a lot of requests that they wanted to release their derivative works on Steam. Now that I first made my move, I'm sure there's no big problems, is how I think about it. Q: Then, if there are Touhou dervative circles willing, Steam release is possible? ZUN: I'll let them decide on that. From my side, there are no problems. Source: -
Honestly the more mind boggling thing imo is that the opposing CV managed to lose air superiority. He clearly knew how to strafe, strafe out and even dodge strafes. Heck, if he wanted to he could've simply clicked Flamu to death, yet he took so many bad fights it isn't even funny. Frankly I see nothing I wouldn't be able to shut down completely in a Shokaku/Enterprise.
