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Importance of player feedback regarding Balance

STAR WARS: The Old Republic > English > Classes
Importance of player feedback regarding Balance

Tyrias's Avatar


Tyrias
12.05.2012 , 12:06 PM | #11
Quote: Originally Posted by _Darkstar View Post
But if everyone is giving having the same effect on the fight then most of the feedback is likely misplaced, or misinterpretted because people focus on 1 thing and miss the bigger picture.
I agree with most of your post, but this bit stands out to me as something... I disagree with (for lack of something more eloquent).

The data they appear to be getting, assuming that they view all classes as more or less equal, does indeed seem to reward classes equally for their mere presence. It does not, however, take into any account the actual "effort" required, which I think is what many people misrepresent as class imbalance.

Can anyone honestly say that playing a Pyro Powertech or a Rage Juggernaught is in any way as challenging as playing a DPS Merc or DPS Sorc? I haven't played my Merc in PvP, but I've done the other Three (or their mirrors) and don't find it in any way comparable.

My personal belief is that people who are just not as good tend to look up which classes are "easier" to do well with before even rolling, or if they start with one of the harder ones, they are much more liable to give up part way through and reroll. This leaves a higher proportion of those complex AC's being placed by more skilled players, and a larger proportion of less skilled players playing the "easier" AC's. This affects all the averages, skewing any metrics gathered and hiding underlying class inadequacies or excesses.

I do not think things are totally balanced as is, but I, as with almost all the community, do not play all 8 AC at the same gear and skill level, and so am a biased judge. As such, no changes that affect "total output" should be based solely on community feedback. That being said, community feedback (and views on classes that are under or over powered) is usually quite keenly correct in terms of what classes could do with balancing changes that either simplify an AC's rotation/gameplay mechanics or add more complexity to them.

This is something I feel developers often don't pay enough attention to.
"If you've got a problem, stick a worm in it".

ThePedigree's Avatar


ThePedigree
12.05.2012 , 12:45 PM | #12
Quote: Originally Posted by Mazikeen View Post
This. I wonder if they take into account the number of highly-skilled players vs the number of mediocre (or even poor) players in their numbers. Player A may get massive numbers on class X, and player B may get crap number on class Y, but class Y may be technically better and the numbers are due to player B being sub-par.
And while I agree this is a good point, several of these currently over performing classes are incredibly easy to play and do not require much skill at all.

Quote:
I think the main rationale of the OP is to spur any communication between the developers and the players.
Exactly. The issue needs to be discussed and looked harder at beyond kill to death ratios.