.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

View Poll Results: What is your stance on balance mods?
I am content with balance as it stands. 9 12.33%
I think there are balance issues, but balance mods are just to much of a hassle 10 13.70%
I think there are balance issues, but I just haven't gotten around to trying conceptual balance mods. 14 19.18%
I think there are balance issues, but conceptual balance mods don't document changes well enough. 9 12.33%
I think there are balance issues, but conceptual balance mods makes specific changes that outweigh any improvements 12 16.44%
I think they are balance issues, and I play with conceptual balance mods when I can to partially alleviate them. 19 26.03%
Voters: 73. You may not vote on this poll

Reply
 
Thread Tools Display Modes
  #1  
Old December 14th, 2007, 06:29 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Balance opinions

Since it looks like I will finally have some time to start updating the Conceptual Balance mod again, I thought it might be useful to get some general feedback from the community. In particular, I'm interested in knowing how many people are interested in balance mods, but are deterred by specific changes, lack of transparency, or simply being unaware of them.
Reply With Quote
  #2  
Old December 14th, 2007, 06:54 PM

Ewierl Ewierl is offline
Sergeant
 
Join Date: Jan 2005
Location: Rhode Island, USA
Posts: 359
Thanks: 1
Thanked 0 Times in 0 Posts
Ewierl is on a distinguished road
Default Re: Balance opinions

Having played a few SP games and one MP game with CB mod up, I was generally pleased with the unit (and pretender) stat/cost changes and displeased with the magic/forging changes. The former felt like fixes and adjustments, while the latter often led to major strategic changes.
Reply With Quote
  #3  
Old December 14th, 2007, 08:24 PM

CUnknown CUnknown is offline
Captain
 
Join Date: May 2004
Posts: 947
Thanks: 1
Thanked 0 Times in 0 Posts
CUnknown is on a distinguished road
Default Re: Balance opinions

I clicked "...but outweigh any improvements" but I only meant that for items and nations mods. The others are great! I was debating whether to click the last or second to last one.
Reply With Quote
  #4  
Old December 14th, 2007, 08:26 PM
Velusion's Avatar

Velusion Velusion is offline
Colonel
 
Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
Thanks: 0
Thanked 3 Times in 2 Posts
Velusion is on a distinguished road
Default Re: Balance opinions

I don't play the CB mods because of the amount of changes and the learning curve.

I finally feel fairly comfortable with vanilla Dom3 MP. The thought of playing CB where almost every stat/spell/monster has been changed is too much.
Reply With Quote
  #5  
Old December 14th, 2007, 08:40 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Balance opinions

Quote:
Velusion said:
I finally feel fairly comfortable with vanilla Dom3 MP. The thought of playing CB where almost every stat/spell/monster has been changed is too much.
Having been through almost all the stats/spells/monsters (and taking into account all the changes I've never gotten around to making), I can tell you CB hardly scratches the surface.

That said, it does make a great many changes, but I don't think the vast majority of these increase the learning curve. Very few people have memorized, for instance, the costs of units and spells not widely considered viable in MP, and that is where almost all the changes lie.
Reply With Quote
  #6  
Old December 14th, 2007, 09:51 PM
Velusion's Avatar

Velusion Velusion is offline
Colonel
 
Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
Thanks: 0
Thanked 3 Times in 2 Posts
Velusion is on a distinguished road
Default Re: Balance opinions

Quote:
quantum_mechani said:
That said, it does make a great many changes, but I don't think the vast majority of these increase the learning curve. Very few people have memorized, for instance, the costs of units and spells not widely considered viable in MP, and that is where almost all the changes lie.
I was exaggerating the amount changed by a little bit

Well the fact that lots of the non-viable MP strats have changed is a bit intimidating. I can sorta now identify strategies and counter strategies to certain builds/nations/plays - the fact that CB includes a bunch more viable alternative strategies (and counters to existing ones) means I would have a lot to learn.

That said I do think CB is more balanced than the vanilla game and well done. I just don't have the time to play/learn it
Reply With Quote
  #7  
Old December 14th, 2007, 08:44 PM
Jazzepi's Avatar

Jazzepi Jazzepi is offline
Major General
 
Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
Jazzepi is on a distinguished road
Default Re: Balance opinions

Quote:
Velusion said:
I don't play the CB mods because of the amount of changes and the learning curve.

I finally feel fairly comfortable with vanilla Dom3 MP. The thought of playing CB where almost every stat/spell/monster has been changed is too much.
Same here.

Jazzepi
Reply With Quote
  #8  
Old December 14th, 2007, 09:09 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Balance opinions

This was actually another issue I had in mind with the poll, that I should have separated out from the better documentation option. Or perhaps it is a better fit with 'specific issues' since I get the feeling that most people with this opinion have tried it, found a particular strategy that is made more difficult by CB, and then become intimidated by the list of other changes. The way CB should work, however, is that anything viable base game should still work, with any additional strategies made viable being tried out at one's leisure. A few changes (such as the one to dwarven hammers), have perhaps gotten away from this and that is the sort of thing I am looking to polish.
Reply With Quote
  #9  
Old December 14th, 2007, 09:14 PM
djo's Avatar

djo djo is offline
Second Lieutenant
 
Join Date: Mar 2005
Location: west of DC
Posts: 587
Thanks: 6
Thanked 13 Times in 9 Posts
djo is on a distinguished road
Default Re: Balance opinions

I chose "...too much hassle" for the reasons given above: too many changes to absorb. I'm not worried about most of them; I don't mind the minor changes, and I like the boosts that encourage variety (eg, I like being able to use the drakes).

What gets me are the dozen or so "gotcha's", like when you forget that a key path booster has jumped a level and you can't reach it anymore. Or when a key unit is changed enough to be strategy-changing. They come up very infrequently, but they are frustrating when they do.

I would also like better documentation, but the current docs aren't too bad.
Reply With Quote
  #10  
Old December 15th, 2007, 04:17 AM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Balance opinions

Indy commanders are actually an example, along with boosters and hammers, of nerfs I've been convinced to retract or reduce.

I'm well aware of the great backlash that often generated by nerfing, so believe it or not I have employed it quite sparingly (certainly much less than IW would have had they focused more on balance, virtually all of the balance changes from dom2 to dom3 were nerfs). Further minimization is always open to consideration though.

As for drastically reducing the number of total changes, that is much less likely. The end goal is to bring all options into viability, and in a lot of cases that means incrementally improving them until they hit a usable but not abusable level. So, if there are useless boosts, I could easily be convinced to increased them, but not remove them.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:06 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.