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 Post subject: AI vs. human Balance
 Post Posted: Fri May 04, 2012 4:56 pm 
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Joined: Fri May 04, 2012 4:46 pm
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Does the game AI get more difficult w/ more human players? Playing alone against the PS3 I have no problem winning. Playing 2 player w/ my son against the PS3 we've been getting embarrassingly mauled. It looks like the AI has twice the health and more damaging attacks. We are going to try today w/ my other son so 3 humans vs. the PS3 but if it is only going to get harder still I don't see us making any progress.

PS - Feel free to add in splitscreen offline vs., I'll pay you for the patch. My sons love teaming up to beat on me or fighting each other. And if we can't manage to beat the AI today we'll probably stop playing it, which would be a shame, we really like it.


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 Post subject: Re: AI vs. human Balance
 Post Posted: Fri May 04, 2012 5:25 pm 
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rjejr wrote:
Does the game AI get more difficult w/ more human players? Playing alone against the PS3 I have no problem winning. Playing 2 player w/ my son against the PS3 we've been getting embarrassingly mauled. It looks like the AI has twice the health and more damaging attacks. We are going to try today w/ my other son so 3 humans vs. the PS3 but if it is only going to get harder still I don't see us making any progress.

PS - Feel free to add in splitscreen offline vs., I'll pay you for the patch. My sons love teaming up to beat on me or fighting each other. And if we can't manage to beat the AI today we'll probably stop playing it, which would be a shame, we really like it.



We are working on the AI to let them scale better. However based on your account level the AI is easier or harder (the higher the level the more difficult). This only works in practice mode. I can recommend to go online because many players online are still figuring this game out just as you are.

The trick in every awesomenaut battle it to stay safe. Make sure you keep your health above 20%/30% otherwise run back and teleport to safety or grab some healthorbs or shoot some neutral creeps to get your health back. I can recommend to play the tutorial.


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 Post subject: Re: Balance
 Post Posted: Fri May 04, 2012 5:44 pm 
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Xaleph wrote:
I acknowledge the "it's too early to really understand balance" arguments, but I feel like if you told a LoL player about a character with instant stealth that had infinite duration, only broken on attack and otherwise completely undetectable, full movement speed, decoy dropping (which even without upgrades still slows minions in a lane), and was upgradable to damage increasing and health regenerating, they would laugh in your face, and then, finding out you were serious, would ask where to sign up.


Oh I agree wholeheartedly haha and please don't think I'm trying to blindly defend Leon just because he's my hero of choice. My main concern (going on past experience) is that when people start complaining about a particular character in excess the devs, in their haste to fix the concerns and restore balance, actually go from one extreme to the other and end up nerfing said character to hell.

I have faith however and hopefully they can tweak Leon without ruining him
:)


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 Post subject: Re: Balance
 Post Posted: Fri May 04, 2012 5:58 pm 
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Thanks Fabian. I just went "duh' and face palmed myself. I was crushing the AI playing solo on my account while I'm level 1, 2 and now maybe 3. While playing on my sons account he's up to level 7 or 8 I think due to all of his solo playing time. I could certainly see how that would make a difference in AI. We'll try some 2 and 3 player this afternoon on my account or my other sons account (who hasn't started his own game yet) and I'll let you know how it went. I'm guessing it goes well.


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 Post subject: Re: Balance
 Post Posted: Fri May 04, 2012 7:07 pm 
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I don't feel that there is enough competent players and time spent to judge balance at this early stages of the game. Like many games, certain things may seem powerful at first but once people learn how to deal with it and adapt, it balances itself. For example, the early stages of fighting games tend to favor grapplers because people don't know how to properly avoid it; however, once the game gets to early-mid life they usually drop to low tier.

By competent players I don't mean really good players, just people who understands the basics of the game like how to fight, push, defend, support, etc. Playing newbies (the actual definition) can make any character seem unbalanced from both perspectives.

Currently we have a lot of these types of players:
    Turret Kamikazes - Players who just attack the turret until they die.
    Wannabe One-Man Army - Rush into a group of enemies and flat out dies.
    Non-Healers - Players who don't heal even if there's time to heal (jungle or base).
    MIA - Doesn't seem to be doing anything.
And a bunch more that I'm sure many of you have seen.

Another point is that each character has a default role and play style but you can change it through item builds and gameplay. Based on character's attributes, there will be weaknesses and that itself balances the game. People may want a fully balanced game where any character can deal with any other but that's near if not impossible unless you have only one character.

Default Character Roles (Based on my interpretation):
    Leon - Stealth Assassin - Good for killing support - Bad for fighting tanks
    Froggy G - Agile Fighter - Good for hit and run - Bad for burst kills
    Lonestar - Lane Support - Good for defending and attacking turrets - Bad for escaping
    Clunk - Tank Burst - Good for tanking and burst damage - Bad for mobility
    Voltar - Heal Support - Good for healing - Bad against burst damage and low life
    Yuri - Team Support - Good for assisting teammates - Bad for turret pushing
Of course, the characters will differ depending on how you play them and how it integrates
into the team composition. Ronimo may have had different roles for them compared to mine.

I'm not saying that there shouldn't be tweaks to the current game but it is too early to overhaul characters and the game itself. I feel balances should be based on the best players because they understand the mechanics and can give proper feedback. And currently there is not enough players at a high level to really guide the game.

Apologize for the wall of text. Trying to be as objective as possible coming from a Clunk player. ;) Also, why is there no love for Clunk on the forums. :( Anyways, looking forward to playing more of this game.

PS: Probably better as another post but I might as well. Is it possible to add a way to switch the movement and commands keys (at least for PS3)? I feel that since the game is digital movement with 8 directions, it would feel more comfortable on the D-Pad rather than the analog stick. I think the only character that uses analog is Yuri which players can stick with the default controls. Thanks. :)


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 Post subject: Re: Balance
 Post Posted: Fri May 04, 2012 7:07 pm 
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I'm still not convinced Leon doesn't need some tweaks to make him slightly less useful. I've had games where I've seen Leon dominate and seen games where he does nothing. A lot of seems on the players ability to abuse his mechanics but it'd be hard to find the right tweaks to see him become a little weaker without him falling behind the rest of the cast.

I also realized how good Voltar can be today and he's quickly become my second favorite behind Yuri.

Yuri I personally think should have the ability to move while firing, just like all other characters. He should move slower like all others when he does this but I feel like his lack of ability to move while firing really, really hurts him.

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 Post subject: Re: Balance
 Post Posted: Fri May 04, 2012 7:31 pm 
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Kei wrote:
    Leon - Stealth Assassin - Good for killing support - Bad for fighting tanks


Not really, I manage to kill a lot of Clunk with my Leon alone.


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 Post subject: Re: Balance
 Post Posted: Fri May 04, 2012 7:47 pm 
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Ripper wrote:
Kei wrote:
    Leon - Stealth Assassin - Good for killing support - Bad for fighting tanks


Not really, I manage to kill a lot of Clunk with my Leon alone.


That really depends on how you and the Clunks played, builds, etc. I know how Leons can beat Clunk because I know his weaknesses (not telling but you probably already know). A tank might have a lot of life but it can't just stand there and take 30 slashes to the face. The default roles I'm suggesting are based on how people first see them, if you never played Leon on Clunk, you might think that it's tanky. Once you know how to beat it, its not that bad, but there's also the other way around (Clunk on Leon).


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 Post subject: Re: Balance
 Post Posted: Fri May 04, 2012 7:57 pm 
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Kei wrote:
Ripper wrote:
Kei wrote:
    Leon - Stealth Assassin - Good for killing support - Bad for fighting tanks


Not really, I manage to kill a lot of Clunk with my Leon alone.


That really depends on how you and the Clunks played, builds, etc. I know how Leons can beat Clunk because I know his weaknesses (not telling but you probably already know). A tank might have a lot of life but it can't just stand there and take 30 slashes to the face. The default roles I'm suggesting are based on how people first see them, if you never played Leon on Clunk, you might think that it's tanky. Once you know how to beat it, its not that bad, but there's also the other way around (Clunk on Leon).


Yeah that's true, I think we can find possibilities to kill anyone with each character :D


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 Post subject: Re: Balance
 Post Posted: Fri May 04, 2012 8:01 pm 
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Replace Yuri's laser with a poo slingshot. That is all.

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