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"It's hilarious to me that the devs spent about 2 years focusing on the balancing and yet completely disregarded all of this."
Your assumption being that we blindly doubled the amount of bots and said "Well this won't affect the balance in any way"? Aside from the fact that we didn't double the amount of bots, this is blatantly false.
All enemy bots are significantly weaker in Osiris than in Amber. In Amber, almost all bots had their health artificially doubled or tripled, and on higher waves they'd sometimes have their HP multiplied by 10. In order to deal with that, players had to have better gear, or they'd be slaughtered in wave 2.
In Osiris, we significantly reduced the blanket HP multipliers, and made players weaker to maintain balance.
Your point assumes that people die more in Osiris in early waves, but this does not happen. If it did, we would have addressed it.
1. Playing the whole game vs just jumping in for a short time
This is a valid point in my opinion. In Amber you could quickly get the strongest gear, or at least a set of good gear if you just played for 10 minutes. This was great for those people who just join for a short while. It made the mod very stale if you played for more than 30 minutes, however. For that reason we decided to slow down progression and spread it out more over the course of the game. We tried to address the issue of people only being there for a short while by increasing the amount of gold people start with when they join on a later wave, but I can see how this would not be enough.
We decided in Osiris to focus more on the entire game, rather than how it feels to join for a short while. I do not see how we could cater to both crowds in this mod, however. Either the progression makes more sense when you're there for the whole game, or we focus on being able to get the strongest stuff in 20 minutes. In my personal opinion, you still get a lot of options even if you're not able to access a hero.
2. Recruit classes are pointless
I don't fully agree but I can see where you're coming from. Recruit classes have the merit of having access to cheaper armor and weapons, allowing you to fully deck out your class earlier than other classes. In the long run, many players opt to not do this because of the cost investment, which in turn means that many players just pick a soldier class without armor and farm money with that. This is the more dangerous option, but for experienced players it's a valid risk.
I can think of a few ways to address this, which I will discuss in the future with Borridian. Increasing the money gained while playing a recruit class is one of those options.
3. Respawn times
I've stated in several other topics how this came to be and how I largely agree that respawn times are too long in practice. This will be a far tougher nut to crack, however, as my initial reply implied. But rest assured, this point is still on our agenda.
"Let's test that." Yes, let's. As you succinctly pointed out, there's a difference in the amount of bots that spawns on the first actual wave. Your point is that this makes it twice as hard, right? And you would be absolutely right. The bots in the first waves of Amber are about as hard as the bots in the first waves of Osiris, but Osiris has more of them. Then again, do you remember a single instance of players dieing to the random waves before wave 15-20ish? It's almost like the first waves of Amber were ridiculously easy and we decided to make them harder! How about that.
Your claim is blatantly false because you focus on one single aspect of balance, (rightly) point out that that one aspect has been made harder for players, and then say "Look how dumb the devs are for making the mod ridiculously hard!"
Never mind everything else that comes into play when working on balance: the stats of the players, the stats of the items used by players, the stats of the items used by invaders, the stats of the invaders themselves, the defensibility of available maps, the fact that players can now buff eachother from the get go, the fact that heroes get abilities, the fact that heroes were significantly buffed to begin with, the amount of ranged/cavalry/infantry on both sides of the fight, the amount of gold players get, how long players are out of the match when they die, etc etc etc.
"So if you want full invasion to take a nose dive into a dumpster full of scorching lava then by all means keep it the way it is.
It's been 6 months since Osiris came out, yet here we are, still nearly double the amount of players that Amber had. Come back once you have a real point to make please.
So, you have once been too one of the minority living off of disability benefits who are wasting their time playing for hours a day?
And for someone who hasn't touched this mod in months I wonder why you are still whining about some of the bigger changes. There have been others who also critized the mod and if you can read Maroon even mentioned that they are not happy themselves about some parts. The rest is simply a decission by design, every modder has the freedom to do so. It's not like they have to satisfy everyone's needs, it's even not possible to do so.
You want a short timed mod/mode for just jumping in for a while and having fun? Why are you not joining one of the other game modes like siege at which short timed battles are integrated? Or why are you not playing the invasion modus in Native or in WFAS? Both are laid out on this too.
Not sure if you try to say here that you are allowed to insult the playerbase only because you yourself have once been part of it...
By focusing on progression you alienate a much larger portion of you audience that must play this game on a time budget and as a result will likely achieve far less growth. Now if that's what you want, and i'm pretty sure it is, that fine just understand that by making this a full invasion title you have essentially killed amber ,which worked for those on a time budget, while also making the new game extremely unaccessable to anyone playing in a non-religious manner.
I've said this before and I will say this again bringing back gold on hit as an option would fix this issue. When we have talked about this before the only arguement you brought aginst it was that it would cause certain servers to be more well liked then others. And in response to that I'd say people have the abilitly to chose what they like and if as a result the servers you like are as frequently populated then the odds are the people playing those servers didn't want to play them in the first place, rather they were forced by circumstances to do so.
As I mentioned above already, there are Amber servers available and nothing hinders you or the others to host one yourself and play on them.
And what has it to do with making it a 'Full Invasion' title? I doubt that the situation would have changed when they would have called it 'Git Gud' or something like this...
This option would be a nice setting, true. Only I don't really think it would fix this "issue". It would make the early waves more boring even if I sometimes get killed when I don't pay enough attention at them. And in the end it would rarely fasten up the whole match and the time budget seems to have been your problem in the first way.
My point was/is that the option to change the amount of gold you set is pointless because in the end, only servers that use the maximum amount of gold get any players. That makes the option to change the amount of gold meaningless, because, as a server, the only two options you'd have are "use the maximum gold" and "don't get any players".
Firstly, let's assume your right. If that is the case then why on earth does Osiris exist. Osiris was basically hard mode full invasion. And in addition to that is as said before attractive to certain people. So why wouldn't there exist "hard mode" servers. And casual.
Secondly, What the problem with the idea of use max gold or don't get players, that already exists with certain maps and factions. And in addition to that most of the Osiris servers are never used anyways.
Finally, In response to the other person. Amber is dead! Almost no servers exist and the few people who do play it likely play at a set time. Osiris is also better from a mechancial standpoint, and i do like some of the stuff they implemented. Despite the arguement that the old one still exists, that doesn't mean that it is playable.
Secondly, What the problem with the idea of use max gold or don't get players, that already exists with certain maps and factions. And in addition to that most of the Osiris servers are never used anyways. [/quote]
So you're suggesting that, instead of having an unchangeable setting, there should instead be a setting that presents two options; one which will always be chosen, and another which will never be chosen?
Perhaps there should be a server option for allowing players to either play or be locked into spec too?
There's a simple way to think of this; There is a max gold setting, it's set to it, and you can't change it.