The Problem with Game Balance

Because PvE is the game.

Allowing for private groups was probably a mistake. The galaxy is so large they could just have placed people in different regions of space. You never get to meet anyone really. Having said that in solo you don't get to be in a wing or join a squadron.
 
NPCs like spec ops are the first PvE stirrings of an ongoing powercreep problem that's been plaguing the game for years as a direct result of the basic unchecked modularity in outfitting + engineering. This has been complained about by PvP players for years, while PvE-only players tend to go "shut up about PvP, it's not our problem, it's just ganking, leave us alone." Actually, it's kind of everyone's problem...

In CZs now you can observe the unfun HP bloat from the safety of solo play, see that it's no longer viable to take something cool and fun like a kinetic DBS to a CZ, not because you're in danger of dying but if you engage spec ops the bloat is such that you will straight-up run out of ammunition before you can win. This is the PvE game slowly getting up to speed with engineering and producing the same kind of untenable discrepancy between optimised and poorly built ships that PvP has always done. In the specific case of spec ops you can argue they only come in groups of 4 and it's supposed to be a boss fight, but just being required to empty an entire DBS' worth of ammo into an FDL isn't synonymous with challenge... it is however just the tip of the iceberg, betraying a game where modularity is so unchecked that a min-maxed Sidewinder can have more HP than a vanilla Cutter. True 'emergent' and inclusive play in the Open sandpit simply cannot occur in this environment.

Ironically players who dismiss PvP balance as unimportant, conflating it with ganking and wanting to just be left alone to scan things or truck around, or co-op bounty hunt with their friends (which they can and should be able to do, for sure), aren't acknowledging how this balance is having a knock-on effect on their quality of life too. It's directly related to the ganking they complain about, as well as also being a massive spanner in the works of balancing NPCs in the long run. You can't expect to engage with a min-maxed player in any entertaining way (even for a few seconds) if you yourself are casually equipped or semi-engineered... hell, even fully engineered but with the wrong mods is enough to seal your fate.

It's a shame that there's so much animosity between camps, because genuinely approaching it in a holistic manner would be best for everyone. As it is you still get people in the suggestions subforum going "hey Fdev, remove restricted slots" or "hey just add a few more utilities to X ship" without seeming to consider how even a size 2 module slot is another potential 360 HP or a utility is 20 - 74% more shielding for whichever person interdicts them next with murder in their heart. "Oh but I just want to carry an extra limpet controller without sacrificing cargo space".

Some negative results of Elite's modularity and engineer-creep might be forgivable if it genuinely promoted good and interesting choices at the top end, but really... it doesn't even do that, let's be honest. Anyone who's taken an interest in PvP or even just spent a bit of time in the ship building sites knows that there's pretty much a Best In Class mod for everything, with very few exceptions. The modularity creates less choice rather than more, in fact once you know what you're doing it's essentially binary: do I fit my ship a) well, or b) make an enormous sacrifice to survivability in order to achieve [pve task].

TL;DR, it's a shame.

Edit: Post only tangentially related to discussion. Apologies, mainly wanted to rant verbosely.


module stacking, ban it.
 
What should have happened? A single unified beam weapon approach of gimbled, where:-
  • Keeping a target directly ahead (or in the same position) means more damaged is inflicted. The weapon having to gimble to more of an angle, or compensate all over the place, will do less damage.
  • Chaff would mean the weapon cannot gimble and will only be able shoot directly ahead(ish).
  • Even more skill/depth could be added by an option to fix directly ahead, adding even a touch more damage/power.

Indeed. Chaff and Dispersal made gimballed weapons completely useless... but also turrets, which I would expect to find even more regularly on cumbersome trading ships.


It's left the game woefully unbalanced, especially for fully engineered CMDRs vs NPCs and un-engineered CMDRs.

Sure, but engineering favors defensive systems. Personally all of my trading ships are considerably more resistant to ganking attacks than they were before engineering, so engineering definetely helps non-PVPers survive. Of course only if they decide to actually do it, but honestly... if someone doesn't use the means the game offers him to make his ship PvP-proof, it's not the game's fault.
 
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Indeed. Chaff and Dispersal made gimballed weapons completely useless... but also turrets, which I would expect to find even more regularly on cumbersome trading ships.


Sure, but engineering favors defensive systems. Personally all of my trading ships are considerably more resistant to ganking attacks than they were before engineering, so engineering definetely helps non-PVPers survive. Of course only if they decide to actually do it, but honestly... if someone doesn't use the means the game offers him to make his ship PvP-proof, it's not the game's fault.

I must say i do agree with this to a point.
regarding turrets, i think it would be cool if they were massively effected by chaff IF they are being controlled by computer, however but we could hire crew who can manually shoot them, and depending on their rank will depend on their accuracy when being chaffed etc. I refuse to give up on the dream of npc crew.

RE engineers..... i agree we need to use the tools at our disposal. hopefully once the next expansion drops, maybe horizons will be rolled into the base game then everyone can get it.

now mac is no longer supported this is actually a workable possibility.

(the other option is to roll horizons into the next expansion so there will still be the base game as well as expansion #2 players

but then things will start to get really fragmented so i hope they do not do that.)
 
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RE engineers..... i agree we need to use the tools at our disposal. hopefully once the next expansion drops, maybe horizons will be rolled into the base game then everyone can get it.
...
(the other option is to roll horizons into the next expansion so there will still be the base game as well as expansion #2 players

but then things will start to get really fragmented so i hope they do not do that.)

Fragmentation is kind of the key to the problem, even though the [Modes] design choice was specifically made to avoid it.

We've got players who don't have Horizons so don't have Engineers, but also plenty of players with Horizons who still don't use Engineers. Then there's the group who do have Horizons and do use Engineers but only for min-maxing their 'PvE Builds', while yet another group is min-maxing for PvP.

Rebalancing this field of legitimate "your way" playstyles within the available [Modes] is impossible unless you ruin one or more of the above playstyles.

I'm not against rebalancing per se, but I am against another rebalancing of a system that is broken much higher up the chain. We're trying to paper over a crack instead of constructing a lasting foundation.

Only when/if [PvEMode] & [PvPMode] are separated, will actually workable balancing be possible. [PvEMode] can have NPCs, Ship Balance and 'grind' tuned to that playstyle, and [PvPMode] can have NPCs, Ship Balance and 'grind' tuned to that different, with different demands, playstyle.
 
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Be careful what you wish for. FD have already stated that the majority of players don't actively involve themselves in PvP. So if one thing has get thrown under the bus for the benefit of the majority it might well be PvP.
 
Be careful what you wish for. FD have already stated that the majority of players don't actively involve themselves in PvP. So if one thing has get thrown under the bus for the benefit of the majority it might well be PvP.

Nobody who has paid for E: D should be thrown under the bus and nobody needs to be.
 
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The “problem” with game balance is player skill. No dev in the world can hope to overcome it. Theres simply some players that can manage to beat an A rated vette in an eagle. It isn’t their fault, and it isn’t the fault of those who aren’t as skilled. It’s simply something people have to deal with.
 
The “problem” with game balance is player skill. No dev in the world can hope to overcome it. Theres simply some players that can manage to beat an A rated vette in an eagle. It isn’t their fault, and it isn’t the fault of those who aren’t as skilled. It’s simply something people have to deal with.


there is a distinct difference between skill and time spent shoehorning shields and HRPS into a ship then engineering them

i.e. Eagle as you mentioned fitted with rails and a DPS of 195 (pretty useless in the real world) vs Vette just parked there at 0m away

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40 minutes you could sit there... 40 minutes im pretty sure the eagles rails will run out of ammo before then....


** all quick and dirty engineering there are better load outs
 
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there is a distinct difference between skill and time spent shoehorning shields and HRPS into a ship then engineering them

i.e. Eagle as you mentioned fitted with rails and a DPS of 195 (pretty useless in the real world) vs Vette just parked there at 0m away



40 minutes you could sit there... 40 minutes im pretty sure the eagles rails will run out of ammo before then....


** all quick and dirty engineering there are better load outs

But what about reverb munitions, and then powerplant kill?
 
i don't understand this mentality. its self defeating. it assumes PvP has only one narrow Call of Duty definition where one player shoots and kills another player, thereby creating the notion that PvP is not wanted by the vast majority of players who prefer to play in a public setting. resulting in the non shooting player thinking and believing they are always the victim forced into being someone else's content.

what a skewed and depressing perception of reality. there are several levels of PvP in this game. the bgs is a PvP element because i can pit my understanding of the background sim against another players understanding. same with power play.

a player trying to chase me down is another PvP element without me ever firing back a shot. i grew up watching sci movies and tv shows. some of my favorites are han solo in his modified light transport, luke in his nimble fighter, the crew of the Serenity, the Raza from Dark Matter (newer but such a promising show), the matrix and star trek. what did all of the ships and their captains have in coming?

running.

lots and lots of running away from aggressive ships and aggressive pilots who wanted to do nothing more than shoot you and kill you. some of the most iconic scenes in sci fi history are of pilots in their ships running. its the classic car chase scene. the best fun was watching how they escaped making their would be ganker look foolish as they bounced off an asteroid or over committed the chase letting their prey escape or over estimated their ability exposing a glaring weakness. constantly being outwitted by the crafty, underwhelming good guy who was one heck of a pilot in a crappy but capable ship.

i welcome any over aggressive pilot to be MY content as they waste there time trying to prevent me from exploring, trading or doing whatever i want to do. sometimes they catch me, most times they don't. and its a blast either way. besides, i can't stand circling an enemy ship for 10 minutes if i don't have to. i'll test your shields and if they're tanky i'm out. i got better stuff to do.

First of all, my post isn't en exaustive on my view on pvp interactions. My main problem as it relates to pirate players or straight up gankers. They have it to easy. In an ideal game pirates and gankers should be a choice that should have some perks and some drawbacks. It should be a life style choice that you can't get out of easily. Thus meaning the comforts of security space (stations, facilities, ships, weapons and markets) should be off limits because of your actions. Word should spread around for your crimes so that in time your operational space would be smaller and smaller. I think every system should have a register beacon after you drop out after a jump. Failing to register in a system (and then getting scanned for crimes) should warrant a security response and you got the law on your tail. There should be some ways around this that you can fly under false name for short periods of time, but ultimately if you want to engage in outcast behavior you should be forced to live like an outcast. It could be a nice player missions. Transport warrants and bounties to other regions of space. If you have been killed by a certain group of players. Know where they hang out? Ok, alert the authorithies there. Thats indirect player interaction.

I'm not at all against pvp interactions. The problem is that I'm not able in the game to take the necessary steps to minimize risk that I believe should be available. Lets say there is a boosted void opal spot in anarchy space. Well I would hire plenty of security and go there. I take a risk, but mitigate it with hired help. With current balance where defence is so massive and the need to streamline both defense and offense on a ship to pose a threat this means that its difficult to make a ship build that effectively can do combat against a player and serve another role at the same time. You get seal clubbing.

And I get you, running away is a suspensefull event in sci-fi. If you enjoy that you are sorted. But if you are trying to address an issue that revolves around certain players opting out of pvp interaction and you want to encurage more of this, I believe its not a good idea to use your self as a baseline because you allready enjoy the way the game is. You are a one singel data point on one side of the spectrum. Your opinion that my worldview is depressing and skewed is a completely valid opinion. That is another data point. I only speak for my self, but fact is that there is alot of persons who might not directly have the same reasons toward pvp interactions in this game as me, but find the current systems concerning justice, security and pvp interactions to easy for those who choose a criminal lifestyle and opt out.

If I after being shot to pieces by a pirate could respawn, jump in my designated combat ship. Use some means to track down the same player through in-game systems and try to get payback either by direct confrontation or by transporting data on criminals to certain areas of space that would be great.
 
...in time your operational space would be smaller and smaller

You've created a Prison that prevents a sub-set of players engaging in their preferred gameplay, in order to facilitate your own.

As I said in OP, trying to rebalance any area of this game without rebuilding the foundations will ruin the game for at least one of the other legitimate "your way" playstyles.

Everyone that bought E: D should be able to play the game in their desired way and they shouldn't be forced to join an insecure PG to do so, they shouldn't be forced in to Solo, and nobody should have their potential area of operations restricted to a specific geographical region.
 
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This is an absolutely ridiculous take. I'd rather pirate an NPC's diamonds than mine my own diamonds. I use NPC's here because I've never pirated a human. But the point is made and the idea that it serves no purpose is just hilarious. Pirating has been around for centuries, yet you speak as if the notion of pirating in a video game is absurd, when the idea that a pirate should mine their own void opals is the real absurdity. And if you don't want to learn how to flee a human player (and it's not hard, but you choose to be a martyr for a ridiculous cause) then fly in solo. That's why it's there. This notion that the game needs to change because a few care bears refuse to use 2 viable modes to avoid human interaction is just mind boggling. Your definition of balance doesn't exist, because it just comes down to you refusing to adapt and overcome the obstacle the game provides. You want to change the game to fit your definition. You are in the minority. This game is clearly not for you.

You assume alot in your post, based on little information. You should ask more questions.

Up to this point had very little problems with avoiding human pirates. I have not martyred myself. I said I would've. I mostly play in open. Granted saying pirating serves no purpose was a bit hyperbolic. If you find it fun you don't really need another reason. I haven't said the idea of pirating in elite is absurd. I was thinking more along the lines that as an in-game profession there are more profitable ways of getting credits. That excludes roleplay and having fun as motivators and that was a narrow way of looking at this from my part.

And yea I would like to see the game change in many ways and my wishes might be in the minority. But wouldn't the game be better if a larger part of the player base took part in open? I was trying to think of reasons why that is not the case and I think alot of PvP players only see their own side when they are doing "content" creation for other players.
 
I've always found the PvP vs. PvE dichotomy to be silly and artificial, created by irrational player psychology and reinforced by questionable game mechanisms.

The gap between the weakest and strongest ship is too big to allow open PvP to be anything other than lop sided.

Everyone with Horizons has equality of opportunity in this regard, which is the most anyone can rationally expect from an open world game.

People shouldn't be punished because they don't want to go to Dav's Hope and log off/on 100 times. You are no longer playing a game at that point or having fun.

Indeed there are issues with how the game encourages materials to be collected, but things have never been better than they are now.

Personally, my CMDR (who has more than 5k G5 rolls, many of them made during the vastly more tedious pre-3.0 system) has been to Dav's Hope twice, ever, and has never relogged, mode switched, board flipped, or abused any other mechanism to facilitate material gathering.

Anyway, Engineering is just a scapegoat at this point. The time required to fully unlock all Engineers, gather materials without any exploitation of busted mechanisms, and construct several fully Engineered vessels is far lower than the time required to gather sufficient tactical and piloting experience to be competitive with veteran PvPers.

Because PvE is the game.

Every CMDR is part of that 'E'.

The “problem” with game balance is player skill. No dev in the world can hope to overcome it.

Yes, and I'll use CQC as an example of imbalance in this regard.

Below are some screen shots I dug out of the first days of CQC, when everyone was playing because it was novel. During the beta I went plenty of matches with double digit kills and no deaths, in an eight person free for all, and I carried my team in almost every TDM match. This is why I quickly gravitated to CTF, because raw combat ability was less of a deciding factor.

The odds of having another skilled pilot being placed in the same match as me at the time was quite low, simply due to population factors (most players don't know anything), and this is what happens when everything is "balanced":
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I think I finished the 1.4 beta with a CQC KDR of almost ten-to-one, because in September 2015 I had ~1500 hours of PvP experience in the Viper, Vulture, and FDL and ~95% of the players I was pitted against had nothing.

The only reason CQC appeared even vaguely balanced later (at least when in cheat free match) was because those who didn't enjoy it quickly abandoned it and everyone who was left quickly became proficient at it. The main game doesn't work much differently, and no amount of balancing the tools is going to make those players currently disinclined to experience combat any good at it.
 
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....
I think I finished the 1.4 beta with a CQC KDR of almost ten-to-one, because in September 2015 I had ~1500 hours of PvP experience in the Viper, Vulture, and FDL and ~95% of the players I was pitted against had nothing.

The only reason CQC appeared even vaguely balanced later (at least when in cheat free match) was because those who didn't enjoy it quickly abandoned it and everyone who was left quickly became proficient at it. The main game doesn't work much differently, and no amount of balancing the tools is going to make those players currently disinclined to experience combat any good at it.

You're missing the point. With balance you meke clear it's actually worth trying. Without it's a deterrence to even bother.
 
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