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Old May 5th, 2004, 03:59 AM

Scott Hebert Scott Hebert is offline
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Default Re: Dev Thinking on Balance?

Wow, it's so heartwarming to see a dev give me a compliment. Thanks.

Now, as to the other random comments:

Flames, nuff said. Moving on.

Regarding the early expansion advantage of the VQ, I feel that she offers the fastest and best early expansion when compared against the other advantages and disadvantages of other Pretenders and other phases of the game. As pointed out, Pretenders like the White Bull and the Shedu are just as powerful early, but they suffer from a few problems the VQ doesn't. Among them is the debility to gather afflictions (thus possibly crippling them for early-expansion purposes), and a severe lack of slots for later in the game. The VQ suffers neither of these problems. (The Shedu also suffers from enforced Astral magic.)

For me, 13 of 17 players choosing the VQ for MP games shows a clear perception of imbalance (regardless of whether that imbalance exists). If all the education on this forum does not change this fact, then it's time to collect some hard data.

For example, record the percentage of VQs being played in MP games. Then, implement methods to reduce the _perceived_ imbalance of the VQ (such as explaining to people why she's not all that). Then, take another sampling of the percentage of VQs being played, normalized for the entrance rate of players into the game. That is, if in the beginning 75% of MP players play with VQs, and after methods, you still have 75% of MP players playing with VQs, it doesn't necessarily mean that the methods aren't working. The 'VQ is God' way of thinking may simply be a mode that players go through that marks their maturity in the game. That's why you need to make sure that your numbers aren't falling prey to changes in the player base.

Now, if the %age increases even after such normalization, then it seems clear that there is an imbalance issue.

When it all comes down to it, Pretender selection shares a lot of common elements with what is termed 'the metagame' in CCG circles. Dominions II shares quite a few interesting similarities with CCGs, in that the number of options you have before play begins are large enough to create a number of different strategies, all theoretically equally viable. This would suggest that taking a similar approach to solving issues of metagame balance in CCGs might work to solve these issues in Dominions II.

Anyway, just some ideas.
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