"You are the Dev" Issue #1: Fix the Problem or the Perception?
I would put 3 people on problem #1, 1 person on problem #3, then when problem #1 is solved, I would move them onto something new to announce and allow the players to soon forget about #2.
As a player I'd say fix # 3 first; as a dev I'd fix # 1 first then # 3. # 2 will go away (or just show everyone the charts/spreadsheets saying everything is balanced; if marketing (whoever) will allow it).
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Put half on 1 and 3, #2 being balanced already.
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First off, I'd wonder why a team of four could only handle one power a month...
I would put two people on #1, two on #2, and get both of those problems solved. Unknown to the population problems are still problems that would most likely cause a ripple effect on newer content if they weren't fixed. I would also keep in contact with the small but dedicated group that is affected by #3, to assure them that the problem is known. I would probably get that fix in with a smaller patch when it's done, but it wouldn't be a high priority unless there were no other pending big problems.
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I'd focus on fixing #1 first (i.e. in the next patch). Nerfing the set before players start to really use it a lot will minimize the sore feelings.
#3 would be my second priority, I generally feel that if a set is under-performing it should be bought up to speed when possible, but it I consider dealing with over-performing sets to be a higher priority (regardless of relative player numbers). Importantly I would not tell Players I'm rebalancing it until I know I have the time to do it, ideally it would be in the next patch but it could get pushed back by a higher priority such as rebalancing Dual Carp Melee to fix the Haddock exploit.
#2 I'd pretty much ignore. If the data-mining shows that it is good then waiting for the meta-game to sort it out is probably the best option. Worst case I'd give the meta-game a nudge by making a flashy, but ultimately inconsequential change to the power to encourage players to try doing things without it. Of course I'm assuming here that the data-mining is 100% accurate, something that seems to be implied in your hypothetical but that I would not rely on in real life.
You guys don't think like devs. The answer is obvious.
Ignore #1 until it's a problem. If a powerset destroys a forest in 3 seconds, but no one is there to provide a link, then it didn't happen.
Ignore #2 and furthermore enlist Arcanaberg to bolster your case. By doing so you can...wait for it....
Ignore #3 because you've set Arcanaberg on the path of disproving the masses and proving her the superior intellect once again. If she continues to bother you about it, troll her in PMs by telling her you don't believe in her math juju and prefer instead a iterative process to balancing.
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Split your time between fixing #1 and #3.
In the patch notes announce unspecified "balance" changes in reference to #2 as a result of player feedback and watch as everyone goes on about how the power is now useless as you've over-nerfed it.
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Ignore #2 and furthermore enlist Arcanaberg to bolster your case.
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Then I'd set everyone to fixing #1 before it becomes FotM. I'd set someone to post in the relevant forums that advocates of #3 would read and assure them that they'll be looking at it soon. Then when #1 is fixed I'd have them take a look at #3.
Of course if I were really thinking like a dev I'd ignore #1, 2 and 3 and set everyone to working on #4. When #1 becomes out of control I'd nerf it into oblivion. Three years later, people who like #3 would still be complaining.
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#1 needs to actually be addressed by the whole team. It has the capacity to spin completely out of control once the players realize what is going on.
#2 can be solved with simple infiltration. Since you know for a fact that the power is balanced, have the data in front of you, and start a few forum posts by Newbie72. Newbiw72 makes the case that X is better than Cannon of Justice, and post damage, DPS, end use, etc from the charts, stating "I have carefully researched how much my Blaster of Congruence does, and it is the same or better than Cannon of Justice." Since the data holds true, at least one geek supa playa should be won over, and with a little forum judo the entire argument will be taken down.
#3 you're pretty much done for here. You have the choice of spending a lot of time trying to solve an unused, and flavor adding portion of the game, or not. One possible solution is to solve the thing by throwing an extra bone to the people farming the stay at home stuff by way of an extra stay at home drop only available from this one unbalanced task. Simple add to the game, do not have to take the whole team, and will not affect gameplay.
This way you have employed all your team on the real problem, still unknown to players. You have a strategy for nerfing the agro on the fake problem, and you are being kind to those who are really enjoying something....strange but beautiful to them. Be sure to let the people farming this task know that you did this on purpose, because you realized your error. sometimes the easiest way to say you are sorry is to say you are sorry and give a gift. Especially if it is easy to do and does not affect the other 99.99% game balance.
This would give you an 80% chance to solve problem 1 before anyone realizes it is a problem. even if it does not solve it completely, it has to make it better when people do discover it, and your team has their work detailed, so fixing it in the next month's patch should be easier. Problem 2 can be handled with a few forum posts by one person (team leader?0 a couple times a day. Problem 3 is a simple add, borrowing from previous adds, taking virtually no time. So you solve all problems in one months time. You are ready for next month's three (four, five...?) problems.
GL. PS I am available for hire.
As this is "Council of Hotties" I know where my players' priorities truly are: Focus the devs' energy on the jiggle-physics-based alternate-advancement system that'll be available to all archetypes. Nudge it so the best jiggles appear in conjunction with the Meekling.. but intentionally design it so there fails to be any requisite backlash jiggle at all from the Cannon of Justice, and make sure the Shepherd's Crook's animations obstruct the view.
This way:
- Your well-distracted male player base will never notice that Shepard's Crook is overpowered, as they'll be avoiding it as they fully umm... embrace the new jiggle system. The players that aren't impressed by that sort of thing will be too annoyed by the juvenile behavior of every other member on their team to bother with doing any of the math for at least a few issues. Heck, some die-hards Shephards will be DEMANDING changes to their beloved set just to get the full effect of the jiggle system. You've got some time before the overpower is noticed. Arcanasberg will be bribed into silence with pie.
- The outrage over the "Cannon of Justice" will be explained as an "issue with the bounce coefficient tied to the power's stats." The initial patch will include special code that's triggered several days after the patch, giving the illusion of a "hotfix." The first fix nerfs the cannon by 25%... with jiggle working until players zone. The next fix buffs it by 25%, but to no avail. Finally, with the numbers recalibrated back to normal, jiggle works. Again, Arcanasberg is bribed into silence with pie. Again, all players rejoice.
- Well, all players that aren't busy grinding "Meekling," that is. Sure it is grossly underpowered, and maybe someday they'll even notice, but right now, these new meekers are the happiest players in your game. Heck, now that datamining shows that 80% of your playerbase are "MEEKING OUT," you'll be able to allocate all the resources you want into fixing it. You might even dedicate an expansion to it!
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I'll post a more serious response later. This takes some more thought.
Actually, there is a right answer. You fix Shepherd's Crook immediately, period. Including the misspelling. You fix Meekling eventually, when you get around to it. You make a highly complex change to Cannon of Justice that no one can really understand, and does virtually nothing. And you let me know you're going to do that, so I don't compare your powers team's math skills to a deranged woodchuck for the umpteenth time.
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Though realistically, you can tackle #1 and #2 simultaneously, because #2 is a problem for the community team, and does not require any time from your powers team at all.
Actually, there is a right answer. You fix Shepherd's Crook immediately, period. Including the misspelling. You fix Meekling eventually, when you get around to it. You make a highly complex change to Cannon of Justice that no one can really understand, and does virtually nothing. And you let me know you're going to do that, so I don't compare your powers team's math skills to a deranged woodchuck for the umpteenth time.
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My own answer changes everytime I think about it. Currently, it's 2, 1, 3. While "working" on #2, I devote one person from the team to talking to the player base. and player base. This will slow the time when #1 is completed, but no one notice's it anyway. The game should be about making people happy, not about being balanced. If people haven't noticed yet, it's a potential problem, not an actual one. I don't want to prioritize a potential problem.
#3 would simply come last as a matter of profit vs. resources. Cold, but true.
Actually, there is a right answer. You fix Shepherd's Crook immediately, period. Including the misspelling. You fix Meekling eventually, when you get around to it. You make a highly complex change to Cannon of Justice that no one can really understand, and does virtually nothing. And you let me know you're going to do that, so I don't compare your powers team's math skills to a deranged woodchuck for the umpteenth time.
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My own answer changes everytime I think about it. Currently, it's 2, 1, 3. While "working" on #2, I devote one person from the team to talking to the player base. and player base. This will slow the time when #1 is completed, but no one notice's it anyway. The game should be about making people happy, not about being balanced. If people haven't noticed yet, it's a potential problem, not an actual one. I don't want to prioritize a potential problem.
#3 would simply come last as a matter of profit vs. resources. Cold, but true. |
To use an example from our game consider the various AE exploits. These generated a lot of unhappiness for players both in terms of complaints about other people playing them, complaints when the devs fixed them and huge flame wars between the two sides. Now suppose that Positron had a time machine and he went back to before the AE was released and gave past-Positron a list of the major exploits. Fixing them before releasing the AE would have prevented a lot of player unhappiness, the only reason the devs didn't was a lack of knowledge.
I think what's very important that some people may not be realizing is that it seems to me, from the information I've used, that any answer that isn't #2 will result in cries of "The Devs don't care!!1111". Is that a trade-off people are okay with?
To use an example from our game consider the various AE exploits. These generated a lot of unhappiness for players both in terms of complaints about other people playing them, complaints when the devs fixed them and huge flame wars between the two sides. Now suppose that Positron had a time machine and he went back to before the AE was released and gave past-Positron a list of the major exploits. Fixing them before releasing the AE would have prevented a lot of player unhappiness, the only reason the devs didn't was a lack of knowledge.
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My point: if it's overpowered it's only a matter of time before a clever player figures it out and runs with it.
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I think what's very important that some people may not be realizing is that it seems to me, from the information I've used, that any answer that isn't #2 will result in cries of "The Devs don't care!!1111". Is that a trade-off people are okay with?
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I would actually think advocates of #3 are the most likely to claim that the devs don't care.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
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Well you forgot to put a time of year on this so I'm going to say its May. I'm going to take a gamble. First I convince HR to hire on two unpaid interns for the summer from a university either graduating seniors or soon to be seniors who hopefully have played the game(big + but really only useful in case of equally qualified applicants always take the most qualified). This works out for both us and them. They get experience in their field of study. I get about 3 months, beginning to middle of May till beginning of August, of work out of them. They may need a little extra supervision at first but thats okay.
May: The entire powers team is focused on problem #1. The interns aka Code Monkeys are assigned to problem #1 as they are hired, working with 4 experienced people they should catch on quick. Last week of May the Lead Powers person moves on to problem #3 preparing it to be worked on next in June. Last to increase the perception of community interaction the Code Monkeys will start posting a weekly "Life inside the Studio" post in the forums describing their experiences each week. It will be posted every Monday after being reviewed to prevent any confidential information leaks for example that Shepherd's Crook is being nerfed. If the Code Monkeys do a good job they might earn praise, fritos, tab, and mountain dew.
June: Powers Lead and 1 other member of the power team work with the Code Monkeys on problem #3. Having a fresh pair of eyes on it might lead to inspiration which in turn could lead to an innovative solution to make the meekling power more interesting as well as more powerful. The other two power team members will start work on problem #2. Code Monkeys continue their weekly post with hints that they are working on a currently underperforming set.
July: Full Powers Team and Code Monkeys on problem #2. The goal is to either bunt with the nerf bat or take another popular powerset that has some underperforming powers and improve them so that Cannon of Justice is no longer seen as the only way to play. Giving players more options is always better than taking them away its just that taking them away is easier, more cost effective, and more likely to succeed. The Code Monkeys, unless one or both of them turn out to be indispensable, genius Mensa Monkeys, will finish up their time with the company with their last forum post being a goodbye post.
Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR
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I think what's very important that some people may not be realizing is that it seems to me, from the information I've used, that any answer that isn't #2 will result in cries of "The Devs don't care!!1111". Is that a trade-off people are okay with?
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The difference between #1 and #2 (to me at least) is that #1 is a problem you will have to solve eventually anyway whereas #2 is something that will sort itself out sooner or later. Focusing on #2 is basically focusing on trying to appease people while ignoring major problems. Those major problems then tend to build up until you get overwhelmed.
Consider the hypothetical situation where you decide to spend a month focusing on fixing the perception of Cannon of Justice. However during that month people figure out about the balance issues with Shepard's Crook. End result? No one cares about you "fixing" Cannon of Justice since it's no longer the FotM and everyone is up in arms about Shepard's Crook being overpowered. So now you wasted a month implementing a fix that no one cares about. This could potentially snowball if the players also find the Haddock Exploit for Dual Carp Melee and now you have two major balance issues to fix.
If you spend time "fixing" Cannon of Justice you are pretty much wasting your time and hoping that while you are fixing it:
1. No one figures out about Shepard's Crook
2. No new problems arise
Players are fickle. Even if they are angry about Cannon of Justice now sooner or later the meta-game will change and people will be complaining about something else. Fixing problems that don't exist just to try and appease players is unlikely to have any more effect than simply making a vague patch note that says "Adjusted Cannon of Justice to bring it inline with Bazooka of Justice" and making some pretty much inconsequential change (such as changing 15% of it's damage to a DoT). If the problem is only in player perception then telling them you changed it will almost certainly result in them coming to the forums to rant about how you "nerfed" it and that it's "useless" now. Although even there I'd wait a few months before resorting to that. Trying to manipulate the meta-game is a risky business.
Another example: Traps club. You did not talk about Traps club. Most players were under the impression that Traps sucked, and would take a /kin or a /rad over a /traps any day. But a few clever players noticed how Poison Gas Trap worked. Poison Gas Trap takes hold sets. There are three damage procs available in hold sets. Those few clever players slotted Poison Gas Trap with those procs and had a crashless nuke available every 30 seconds.
My point: if it's overpowered it's only a matter of time before a clever player figures it out and runs with it. |
"leak" information that #1 is overpowered and watch all the people complaining about #2 complain about #1 instead.
Then fix number #1 and by the time that is done most people would have forgot about #2.
I think what's very important that some people may not be realizing is that it seems to me, from the information I've used, that any answer that isn't #2 will result in cries of "The Devs don't care!!1111". Is that a trade-off people are okay with?
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This isn't hypothetical either. When the devs first said they were going to buff blasters, the majority opinion at the time was that blasters were not remotely close to being the archetype in greatest need of help. Dominators had problems with domination itself, stalkers had issues with team utility, tankers had overlap issues with scrappers and brutes and defenders had trouble soloing, plus peacebringers were broken and cosmic balance was considered anemic. Blasters, the AoE damage kings and the most popular archetype, couldn't possibly have any problems.
Except for the whole "being dead a lot" thing, the "worst soloing performance of all archetypes" thing, the "worst soloing performance of all powerset combinations thing, and even "worst leveling performance in or out of teams" thing. And the "getting killed while mezzed an order of magnitude more often" thing. None of which was seriously considered a likely possibility before the devs stated that datamining proved basically all of those assertions.
So if the playerbase is demanding attention for kheldians, dominators, stalkers, tankers, defenders - do you turn around and say nope: we're working on blasters because we have proof they are the most in need of work?
The devs say yes, and I agree. Eventually most people came around, especially when those other things also got attention downstream, but many players never (at least publicly) accepted the devs assertions, claiming the datamining had to be wrong because it contradicted their own beliefs.
We should be responsive to the players, even if they are wrong. But if they are wrong, I'm not going to break the game to satisfy them, nor would I take up valuable designer time appeasing them. I would, in fact, do exactly what I said: confuse them. Its not hard. Although I didn't suggest them, the scaling SR passives are an example. What are they worth? I spent a significant amount of time and used some pretty sophisticated math to conclude having all three at level 50 is survivability-equivalent to having about 24% resistance to all but toxic and psi. That's an incredibly complex assertion that most players would not likely be able to derive. In the absence of my estimation, I've never seen a systematic approach to determining their overall value ever posted, beyond some very rudimentary calculations. Most everyone just guesses, and guesses more or less intuitively and randomly.
There are a surprising number of relatively simple ways to make life difficult for people trying to find an easy answer to what is more powerful than what. Most players don't know how to properly assess cancel on miss DoT. People get the average damage contribution of build up wrong all the time. There still isn't unanimous consensus over average brute Fury. And most recently a *lot* of people thought Kinetic Melee would be a dead powerset that no one would play because it was "too slow" and "Power Siphon sucked." I remember players telling me they would be waiting to tell me I told you so. Still waiting.
The truth usually wins out eventually. You don't want to be on the wrong side of it when it does.
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Though I'm taking a break for a bit soon (see sig), I had this idea for player discussions that I want to bring to the forums before I go. So here it is:
In this series, I'm going to present "impossible" situations that you, the hypothetical lead developer, must solve. Note that there is no right answer, I just want to gain insight into various viewpoints as well as open people up to some perspective on their own concerns. Ready? Here we go.
Issue #1: Fix the Problem or the Perception?
You're the lead developer (Go, you!) on the hottest and latest MMO. Let's call it Council of Hotties, or CoH for short. This game, like most MMOs, allows players to highly customize their characters' abilities and potential in both combat and life skills in the game. As is developer policy, one of your devs routinely datamines to see which character builds perform well and which don't. Additionally, your Community team patrols the forums for player feedback.
After a weekend of wild parties, strippers, and Irish Carbombs (or, as it's called in the business, a Dev's Wednesday), you come in to see that you have three emails all marked urgent. (Note: Relevant information not actually in the email will be in Red.) The following situations are outlined:
Your "Powers" team is comprised of four people. When all four work together, they can, with an 80% success rate, perfectly balance a power or power set once per patch. You patch once a month.
Given that all three issues would require interaction with your Powers team in some way, shape, or form, how would you assign your team for the next patch? What about the next three patches?
Why did I have to go into a field as serious business as video games?