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#Post#: 2321--------------------------------------------------
Balance based on skill difference
By: Lionincage Date: March 31, 2022, 3:13 pm
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Hello, I am Lionincage, used to play zerg hex some years ago,
and as i just recently played a few games.
I see the main issue (at least i have with this game is still
not fixed. In a lobby of newbies, zerg can do whatever they want
and go unpunished. In a lobby of good players, zerg cannot hope
to contain 1 player for more than ~15 mins (leaving other 2
terrans almost untouched).
I have read that the game is basically balanced upon having a
mix of good and bad players, that eventually ends up giving both
sides about 50% win chances. This way to handle numbers works
for items, money investment, whatever doesn't have feeling. When
you, a human being with emotions actually join to play a game
and have fun, you expect the game to feed you back depending on
how good you perform (even though, obviously, you can't do
everything alone in a teamgame), and, in these team games, a
player that would close perfection, would win about 90% of the
time, probably a bit less in a game without any kind of ELO
system. What is sure though, is that a player that played
amazing, even despite losing, would feel like "i lost, but hell,
what a game i had", and its allies and enemies would be like "he
lost, but hell, this guy played real good". How many times did
it happen to you?
I'm not here with perfect answers and undiscussibly good
solutions, but here are a few:
-Remove uncertainty. While "star sense" is a skill, a player
able to guess what his enemy is up to, needs some sort of hints
or intel to figure out. in zerg hex, there is no such thing as
fast 3CC or oracle into mass phoenix build. There are a few ways
to be effective (especially for terran) while not necessarily
being proactive.
Maybe have major threats/teching announced to the enemies, and
possibly both races to have some sort of "scan", such as
overlords for instance.
Also zerg fully built structures could be revealed to terran
players, giving them some more moments to react to armor changes
if they are watchful enough, and giving them intel on how
aggressive zerg is going (building in front of hatcheries or
behind greater spines tells something, right?). On the other
hand, give zerg some well needed buff.
-Zergs have very few viable options, and they don't get to
choose which to go for, but they only adapt depending on how
terrans build, despite being the attackers. The zergling upgrade
is basically a one time buff (if wave is crashing on terrans, it
will break them, if terran is holding it fine, it is useless).
Tankling upgrade requires 200 tanklings to die just to refund
the initial cost. Roaches upgrade is kind of fine, although i'm
not a fan of spending money to reward offensiveness when
spending money to be more offensive is necessary on first hand.
"Rewards you for killing terran units, although zerg is more
likely to kill units if they spend their money elsewhere".
Hydralisks are weak, if not against reapers. Not sure about
infestors. Talis behind a few walls leaves no change for zerg to
break her owner. Both cheap cost and absurd damage.
-balance the game based on players skill level. Implement an ELO
system, so players get rating depending on how many and how hard
games they win. ELO has its flaws, but even a basic rating would
make it both more clear and useful for everyone.
With this ELO rating, adjust zerg HP. If zerg team is favored,
game reduces zerg melee HP. If terran team is favored, increase
zerg HP. Obviously this adjustment mostly matters for melee, and
zerg, since they are what determines how difficult the game is.
There is more to it, but feels like i already wrote too much.
Thoughts?
#Post#: 2322--------------------------------------------------
Re: Balance based on skill difference
By: Persephone Date: April 10, 2022, 10:23 pm
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No one in esports would call a game balanced if it required the
players to be at different skill levels. That's a fictional
notion invented solely by apologists for wmaster.
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