Balance discussion stemming from Necto Edition

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Balance discussion stemming from Necto Edition

Postby Schultz128 » Sun Jul 09, 2017 11:44 am

After Necto Edition finished, there were multiple changes and balance issues that were brought up that need to be discussed. Let me go through the minor things first, then move to the bigger things.


Clairvoyant Rework:

Clairvoyant's mind control ability was found to be extremely powerful late game and was viewed as a cheap mechanic. The ability has been reworked to the following:

  • Once, you may mind hack another player and force them to do one action with a 100% success rate. The target will be given a small Decision Game, and if they are able to correctly identify you as the Clairvoyant, your mind hack will fail and will become wasted.

This change forces the Clairvoyant to either be safe and use the ability early game or be very risky and use it for a bigger advantage late game.



Telepath Buff:

According to Metrion, he plans to buff the Telepath role in some way, shape or form, so be on the lookout for that.



Radical Change Petition:

The recent defusal change for Radical has proven to be very unfun, for both players and the hosts. It is either laughably easy or impossible to do due to someone hiding a single tool, plus Roaming and violence becomes much more chaotic due to the untrustworthiness of others. As such, I am petitioning for the defusal method of the Radical's bomb to return to as follows:

  • The bomb is deactivated using your blood, the other players will have three (two for 9 player games) attempts to find you and disarm the bomb or (x) hours.
  • You must manually plant your bomb.

This brings a lot more risk and tense play to the Radical role rather then tool hiding simulator.



Guns:

Biggest thing I was disappointed with myself about the game was guns. So many guns. Guns, to put it shortly, need a re-balancing. Should they be kept in the position of power they currently hold? To some, yes. Should they not be instakills? To some, yes. Complaints over guns came from the game, claiming that guns just "put too much power into someone's hands and made fights anticlimatic or one sided."

There are potential ways to re balance guns in VLDR:

  • Make guns only an instakill via headshots.
    • An exception to this could be a chest shot from a close distance.
    • Along with this, RNG chances of shooting a certain part of the body should have set RNG values that change depending on the size of the area or current conditions of the situation, such as sporadic movement or injuries.

  • Adjust the game's spawn rates of guns depending on the roles.
    • If neither an Officer, Maverick, or Zero w/ a gun roll in the game, gun and bullet spawn rates should remain somewhat moderate if not at a value escalation such as VLDR2's item system.
    • If one of the three are rolled, gun and bullet spawn rates should be decreased in the host's item layout/spawning list.
    • If two or all of them roll, guns and bullets should be very scarce throughout the entire game.
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Re: Balance discussion stemming from Necto Edition

Postby yauaustin202 » Sun Jul 09, 2017 11:50 am

Im confused on the radical change. How does that make it more fun with a rule saying no role discussion?
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Re: Balance discussion stemming from Necto Edition

Postby Aeolian » Sun Jul 09, 2017 11:52 am

plus Roaming and violence becomes much more chaotic due to the untrustworthiness of others.

is this a bad thing
And yeah sure change radical back to how it was at the start, the role gets changed every game so why not.
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Re: Balance discussion stemming from Necto Edition

Postby Schultz128 » Sun Jul 09, 2017 11:55 am

Aeolian wrote:
plus Roaming and violence becomes much more chaotic due to the untrustworthiness of others.

is this a bad thing
And yeah sure change radical back to how it was at the start, the role gets changed every game so why not.


It's a lot more taxing on the host because people are scrambling to find tools and people will just be paranoid and untrusting of others for unknown reasons, which could easily make the game annoying and unfun.

yauaustin202 wrote:Im confused on the radical change. How does that make it more fun with a rule saying no role discussion?


"Ok this bomb is planted now we need to decide who could be the bomber."

The other change goes along with it, as the Radical's movements can actually be possibly tracked and the Radical could be caught in the act.
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Re: Balance discussion stemming from Necto Edition

Postby Nellyfox » Sun Jul 09, 2017 1:19 pm

Good Clairvoyant change: don't use it.
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Re: Balance discussion stemming from Necto Edition

Postby Alicitzen » Mon Jul 10, 2017 2:05 am

BoomLay wrote:Guns can't be OP if you give everyone a gun
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But for real, the fact that everyone in these games are a perfect shot has always irked me
If you haven't fired a gun before the chances of you hitting a person is low, even in close quarters, not to mention the probability of fucking up your arms as while due to recoil.
Guns are powerful because they are treated as Point and Click to kill instead of a device that use an explosion to hurl a piece of metal into, and possibly through some poor fucker

so ya, I would just have some roles be less likely to hit their target. Ricochet would also be fun

>is running for life
>swirls around panicked
>has person swing weapon at me
>tries to pull out gun
>gets natural headshot with gun
>seems fair
>not poorly balanced at all
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Re: Balance discussion stemming from Necto Edition

Postby Schultz128 » Mon Jul 10, 2017 2:28 am

Nellyfox wrote:Good Clairvoyant change: don't use it.


Better than vigilante
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Re: Balance discussion stemming from Necto Edition

Postby Alicitzen » Mon Jul 10, 2017 2:46 am

Schultz128 wrote:
Nellyfox wrote:Good Clairvoyant change: don't use it.


Better than vigilante

just nerf everything
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Re: Balance discussion stemming from Necto Edition

Postby VucubCaquix » Mon Jul 10, 2017 9:11 am

More variety of weapons would also be neat.
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Re: Balance discussion stemming from Necto Edition

Postby IAmAMunchlax » Mon Jul 10, 2017 5:00 pm

VucubCaquix wrote:More variety of weapons would also be neat.

Shotguns, sure. But I feel like anything else would get either too confusing (because every gun would have it's own bullet) and/or kinda useless.
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Re: Balance discussion stemming from Necto Edition

Postby Aeolian » Mon Jul 10, 2017 9:26 pm

Met and I had a discussion about this the other day - we think that weapons should be less common/effective, especially at the start of the game. Scaling up makes more sense.
People are trigger happy and overall it's less fun when people are dying left and right.
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