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The Lost Art of Class Balancing

GamePro has a look at the delicate touch needed when balancing classes in a Massive title. From the article: "Bad class balancing has been an endemic problem to MMORPGs--unfortunately especially in games where PvP is a major component. Dark Age of Camelot tanked the usability of the original classes with the emergence of Vampiirs in the ill-reputed Catacombs expansion. Users were incensed when Creature Handlers ruled the universe in Star Wars Galaxies--then angered even more when the class was beat down with the nerf bat in subsequent patches."

5 of 214 comments (clear)

  1. Delicate touch? by Southpaw018 · · Score: 4, Insightful

    It's just a matter of a little going a long, long, long way. Changes that seem to resolve an immediate problem can have drastic effects long term. Look at it from a gameplay mechanic instead of a balance mechanic. When the level cap is raised in World of Warcraft, it most likely will be five levels, to a maximum of 65. Perhaps it will be more, but that remains to be seen. Level 65 doesn't make much difference for one person in many situations; most NPCs at the current max level, 60, will just be soloable by most players without uber gear. Large encounters, however, will be completely changed. Players will be able to kill Onyxia and Ragnaros (a big bad nasty dragon and a big bad nasty lava giant, respectively) quickly and easily if they plan ahead and execute well.
    It's this kind of ripple effect - where one small change suddenly becomes very drastic when multiplied by larger numbers - that makes class balance so difficult. After all, it's easier to multiply by 1.

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  2. It has to be said... by seafortn · · Score: 3, Insightful

    Nerf Shamans!! (or rogues, if that's your thing)

  3. Most game designers just don't understand RPG's by Banner · · Score: 3, Informative

    It's that simple.

    A long long time ago there was a game system called Chivalry and Sorcery, whose greatest contribution to the gaming world was an essay called 'The Ecology of Monsters'. This is required reading for anyone who is going to do game design (along with 'Drop the Rock').

    What it comes down to is this: If your creature/character is all powerful, then why hasn't it taken over the eco-system/world and killed off everything else? All Monsters/Races/Classes MUST have an Achillies heel. They MUST have weak spots, they MUST be able to be killed. They must have some natural enemy.

    In WOW we have Shamans who are really over powered. Compared to the Alliance side actually, all of the Horde is more powerful (which according to rumor is because all the dev's play Horde and not Alliance - why am I not surprised?). The way to have really balanced the game out would be to make Shamans and Paladins equally powerful as group leaders (but in subtlely different ways) and then make one of the weaker classes the bane of these more powerful characters. That would of course encourage folks to play those less powerful classes.

    And of course the REAL answer to these problems is to make your DM's actually DM!! That's what they're being paid for right? TO WORK? The DM's in WOW are spectators and stink. When there is a terrible imbalance in the game the DM's are supposed to go out there and deal with it in real time. That's their job! Every good gamer knows that. A multitude of game mechanic sins can easily be handled by a good DM who gets out there and 'Deus Ex Machina's a little balance into the game.

    There will probably never be a perfect MMORPG, but that doesn't bother me. I'm there for the game, to have fun, not to rape the rules. Adults have all learned that life isn't fair so they don't mind games that aren't exactly 'balanced', as long as the games are fun!. And that is far more important than 'Balance' will ever be.

  4. Re:Just take a minute... by nacturation · · Score: 3, Interesting

    Here's a crazy idea, having been immersed in the world of SpamAssassin lately. What about some kind of bayesian or other statistical algorithm to automatically adjust certain parameters of the game? Given the number of combinations and permutations inherent in a complex game, it's difficult to determine ahead of time how all those interactions will play out and whether a certain combination of things will lead to a player having a huge advantage over another player who does the same things, but with perhaps a different class.

    So set the system up so that you define boundaries for each character. If it turns out that a certain combination of things exceeds the predetermined boundaries, automatically adjust some attributes so that it's within the expected range again. I haven't thought through how this would be implemented, but some kind of adjustable constraints system based on expected damage/whatever would likely be better than the crude and broad hand-tweaking that goes on. And if the system does micro-adjustments throughout the game, players would likely not even notice it happening... so everyone's happy.

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  5. "I'm the best I just want to win!!!" by Tilmitt · · Score: 3, Insightful

    I don't see how balancing is a problem at all. I wish everyone would just ignore completely the relative strengths and weaknesses of a class when choosing it, and just choose a class because it suits their personality or whatever. Basically choose ideologically if you know what i mean. But instead the "pro" (wow they're soooo cool!) players go off and all choose a class that in general may be better than others in whatever situation and the people who loose to them start crying because all everyone wants to be is the winner, the boy on top of the sandcatle. I remember when i first started playing online games I had great fun ever when loosing, which happened most of the time and still does, though I win sometimes (!), because I loved saying "well at least i fought hard and it was such an epic battle and what glory!" etc. I won sometimes and obviously felt great about those. But i was shocked the way nearly everyone else, with the exception of a few magnificent people, were all like "omg we're loosing lets surrender" or "this is so shit I'm joining their team". I really cannot understand how winning is the only way people get enjoyment out of the games. And i think, so what if an enemy mage/kingdom/team is really powerful, we'll go out there and throw ourselves into battle and not give up and give it our all. And we'll do loads of damage and the enemy will certainly have been worse off than they were before they faced our brave onslaught. And we'd tell tales of the battle and talk all day and night with our friends and it would be such fun!

    Alas most people are but little boys who have to be on the winning team.

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