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CCP's approach to balancing.

First post
Author
Jenshae Chiroptera
#1 - 2015-08-03 09:12:25 UTC
I get the feeling from what I have seen that CCP tends to look at graphs of a class of ships. Then they will nerf the most used ship in that class until all those ships are used roughly the same.
However, I think that people then swop to another ship in a different class.

I am under the impression that CCP is herding flavour of the month players around rather than actually balancing the ships.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Ralph King-Griffin
New Eden Tech Support
#2 - 2015-08-03 09:34:24 UTC
You can do better
Webvan
All Kill No Skill
#3 - 2015-08-03 09:56:34 UTC
Jenshae Chiroptera wrote:
I am under the impression that CCP is herding flavour of the month players around rather than actually balancing the ships.

As do I. Unfortunately it's been that way as far back as I remember. And not just ships.

I'm in it for the money

Ctrl+Alt+Shift+F12

Lucy Lopez
Republic University
Minmatar Republic
#4 - 2015-08-03 10:50:37 UTC
Jenshae Chiroptera
#5 - 2015-08-03 10:57:32 UTC  |  Edited by: Jenshae Chiroptera
Ralph King-Griffin wrote:
You can do better
Actually, I think that I could.
First decision would be what number of hostiles you would want to balance around and their composition.

Example:
25% logi, 15% ECM, 10% tackle, 50% DPS.
Max 30 attacking any one ship. (whole gang or a tactical wing from a fleet)
10 doing 100% damage, 20 doing 75% and 30 doing 50%
Hard break point, 40 shooting then 10 random hostiles (standings, fleets, etc) per server tick do no damage.
Logi have a similar reduced effectiveness.

Once you have a base line for max alphas, DPS and incoming repairs then you can actually balance the ships around roles.
- Damage sponge
- Damage avoidance
- Damage resistance
- Damage mitigation
- Alpha damage
- Damage per second
- et cetera.

Then you can look at say 30 maxed alpha ships hitting a damage sponge and work out how much buffer tank it needs to hold tank (factoring in mitigation of average ranges, transveral and such obviously) with max effective repairs in coming.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Blind Melon Chitlin
Imperial Academy
Amarr Empire
#6 - 2015-08-03 11:09:10 UTC
Jenshae Chiroptera wrote:
Ralph King-Griffin wrote:
You can do better
Actually, I think that I could.
First decision would be what number of hostiles you would want to balance around and their composition.

Example:
25% logi, 15% ECM, 10% tackle, 50% DPS.
Max 30 attacking any one ship. (whole gang or a tactical wing from a fleet)
10 doing 100% damage, 20 doing 75% and 30 doing 50%
Hard break point, 40 shooting then 10 random hostiles (standings, fleets, etc) per server tick do no damage.
Logi have a similar reduced effectiveness.

Once you have a base line for max alphas, DPS and incoming repairs then you can actually balance the ships around roles.
- Damage sponge
- Damage avoidance
- Damage resistance
- Damage mitigation
- Alpha damage
- Damage per second
- et cetera.

Then you can look at say 30 maxed damage per second ships hitting a damage sponge and work out how much buffer tank it needs to hold tank with max effective repairs in coming.



You just broke ol' Ralphie-boy's brain.
Captain Awkward
Republic University
Minmatar Republic
#7 - 2015-08-03 12:01:15 UTC
Jenshae Chiroptera wrote:
Ralph King-Griffin wrote:
You can do better
Actually, I think that I could.
First decision would be what number of hostiles you would want to balance around and their composition.

Example:
25% logi, 15% ECM, 10% tackle, 50% DPS.
Max 30 attacking any one ship. (whole gang or a tactical wing from a fleet)
10 doing 100% damage, 20 doing 75% and 30 doing 50%
Hard break point, 40 shooting then 10 random hostiles (standings, fleets, etc) per server tick do no damage.
Logi have a similar reduced effectiveness.

Once you have a base line for max alphas, DPS and incoming repairs then you can actually balance the ships around roles.
- Damage sponge
- Damage avoidance
- Damage resistance
- Damage mitigation
- Alpha damage
- Damage per second
- et cetera.

Then you can look at say 30 maxed alpha ships hitting a damage sponge and work out how much buffer tank it needs to hold tank (factoring in mitigation of range, transveral and such obviously) with max effective repairs in coming.


My eyes are bleeding ...

Jenshae Chiroptera wrote:
I am under the impression that CCP is herding flavour of the month players around rather than actually balancing the ships.


Firstoff, CCP does way more then just look at a single chart to balance ships. Second, you will allways have the FOTM. People, not just EvE but gamers in general, are min/maxers. In EvE, at least you have cost vs effectivity unlike other games.
Derath Ellecon
University of Caille
Gallente Federation
#8 - 2015-08-03 12:20:39 UTC
And I think you give CCP too much credit when it comes to ship balancing. I think they are trying their best but the simple fact of EVE is with the sheer number of ships and modules, as well as combinations that you can configure them, creates a system that is very complex.

I believe it is a simple fact that it is almost impossible to balance a handful of ships at a time in this game and still keep any semblence of overall balance.
Mag's
Azn Empire
#9 - 2015-08-03 12:23:08 UTC
Ralph King-Griffin wrote:
You can do better
From all I have seen of their posting, I highly doubt it.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Ralph King-Griffin
New Eden Tech Support
#10 - 2015-08-03 12:36:18 UTC
Mag's wrote:
Ralph King-Griffin wrote:
You can do better
From all I have seen of their posting, I highly doubt it.

As a genuine post,yeah I agree with you,
but as far as troll posts go the op and the update are pretty poor, couldn't be arsed with the usual ranking , just hope she tries harder next time, this wasn't satisfying enough for a bank holiday morning shiptoast.
Jenshae Chiroptera
#11 - 2015-08-03 12:53:29 UTC
Quote:
In EvE, at least you have cost vs effectivity unlike other games.
For the most part, I agree.
Captain Awkward wrote:
... Second, you will allways have the FOTM. People, not just EvE but gamers in general, are min/maxers. ...
I think it is possible to take those min-maxed ships and balance them in their roles.
For example, you can make a ship excellent at kiting, they can pull out of a bad engagement to recover / repair or they can pull ahead of drones and destroy them but while they are doing that range tanking, they shouldn't be able to out snipe other ships. Being both out of reach and able to pick off the enemy is unbalanced against other builds.
A sniper build should be slower, having to hit, kill some and then warp off to safety and re-position or cloak up and hope they aren't found.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Kaarous Aldurald
Black Hydra Consortium.
#12 - 2015-08-03 12:55:00 UTC
Ralph King-Griffin wrote:
You can do better


No, he can't.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#13 - 2015-08-03 13:09:31 UTC
Actually I pretty much tend to agree with this sentiment, though on a general level. And it has to do more with the speed of assimilation of new tactics and knowledge by us, the capsuleers of New Eden. The older we get the faster and easier we assimilate new info and FOTM, and so the older the player base the quicker everyone changes. The fact with people is that over time we will naturally progress to the best of something, min/maxing, and eventually youll reach a stagnant plateau. Something that CCP needs to control and mitigate or else you get bored players that will leave the game. And one easy way to do that isnt NEW content and Jesus features but churn. To churn the top spot for different gaming options, both PvP and PvE.

This churning isnt necessarily bad as CCP understand that after X amount of time no matter how much content or change players will still leave. They are just artificially extending this as best they can. Then as they do add new ships and skills it forces players to actually train more skills, needing them all, again forcing them to play longer and pay longer until all skills have been learned, and then adding more along the way.

Its the same with the nullsec ideas really. Theyre forced to create and environment where there cant really be a real winner. Or else everyone thats not a "wiener" just leaves cuz losing sucks. Then of course you get goons trying to break the "wiener" game and you have to reinvent null.Lol


Ultimately its a hamster on a wheel. Trying to get us to run as long as possible. Everything else is an illusion. Theyre a company and want us to give it to them.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Gaellia Bonaventure
Imperial Shipment
Amarr Empire
#14 - 2015-08-03 16:33:56 UTC
CCP's approach to balancing and addressing gameplay in general: "Hey, guys, look at these new skins ain't they great or what?"

Bravo, CCP. Bravo.

Bring your possibles.

Jenshae Chiroptera
#15 - 2015-08-03 18:09:14 UTC
Gaellia Bonaventure wrote:
CCP's approach to balancing and addressing gameplay in general: "Hey, guys, look at these new skins ain't they great or what?"
Bravo, CCP. Bravo.
After they coded the skins to load and change, et cetera; it enabled the art department to keep producing without needing other departments to provide code or assets.
Rather sound use of development time.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#16 - 2015-08-03 19:50:50 UTC
Quote:

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K.

Klosed.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department