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View Poll Results: What is your stance on balance mods?
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I am content with balance as it stands.
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9 |
12.33% |
I think there are balance issues, but balance mods are just to much of a hassle
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10 |
13.70% |
I think there are balance issues, but I just haven't gotten around to trying conceptual balance mods.
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14 |
19.18% |
I think there are balance issues, but conceptual balance mods don't document changes well enough.
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9 |
12.33% |
I think there are balance issues, but conceptual balance mods makes specific changes that outweigh any improvements
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12 |
16.44% |
I think they are balance issues, and I play with conceptual balance mods when I can to partially alleviate them.
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19 |
26.03% |
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December 15th, 2007, 03:57 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Balance opinions
The key thing with nerfs is to not actually disrupt strategies, just bring them into a better cost/benefit ratio. Making a pretender chassis or recruitable unit cost a little more does not break any strategies as long as it is not overdone. Nerfs that change a option's functionality or accessibility are the ones that have to be really carefully examined. So those are what I've tried hardest to avoid, but sometimes the constraints of thematicness and modding tools make it difficult.
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December 15th, 2007, 04:08 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Balance opinions
I would like to give CBM another go. To me the massive turnoff last time were the changes to dwarven hammers and boosters. Unlike with spells, you can't see the requirements for items until you can actually make them, so you can spend ages trying to empower e.g. an E3 mage so you can make a hammer, only to find you can't! Quite upsetting. To my mind there should be no nerfs to items at all, since there's simply no way at all of seeing the problems coming.
The other thing I didn't like was the lack of 'overview' documentation. I don't desperately need a load of documentation, but it didn't say anywhere what the overall thrust of the changes were - that would be really appreciated.
With a bit of explanatory documentation and no item nerfs though, I'd be really keen to give CBM another go (I have actually been intending for some time to try it, with the item changes off). I very much agree with Sombre that there's no end of interesting stuff in Dominions which is not feasible to use, and it would be amazing if it was.
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December 15th, 2007, 04:11 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
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Re: Balance opinions
I think that most issues brought up against CBM was one of the first versions made for Dom III where it was somewhat still untuned and untested. If anyone played the dom II final cbm draft, I really have a hard time picturing how anyone can not support cbm over base. I think the best idea is just to think of cbm as a "patch" of sorts since it generally requires a few drafts before it comes into it's own.
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December 15th, 2007, 05:24 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Balance opinions
KissBlade's totally right on that. The Dom2 CBM is the one that should be looked at as the template here. Look at how that developed (starting with just the pretenders and then expanding from there). Dom3 is an order of magnitude bigger due to all the new nations, so it will take a while to settle. The Dom3 CBM is also cycling through drafts much slower than the Dom2 one. Give it time, people.
The DB wasn't built in a day and this is a far more ambitious project because instead of just listing stuff, it requires detailed knowledge of every aspect of the game and analysis of what each change entails as well as testing.
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