this post was submitted on 07 Mar 2024
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[–] chakan2@lemmy.world 18 points 1 year ago (7 children)

It was the patch that got me to stop playing. Why you would nerf weapons in a non-competitive game rather than make poor preforming weapons viable is beyond me.

It's akin to Steve Jobs telling everyone they're holding their phone wrong.

[–] The_Vampire@lemmy.world 49 points 1 year ago (4 children)

It's to keep design space open and to minimize developer work.

Let's say we decide to keep an overperforming gun. It does all the things. It has all the ammo, all the damage, all fire rate, all the reload speed. Now, all future weapons have to be made with that as a consideration. Why would players choose this new weapon, when there's the old overperformer? The design space is being controlled and minimized by the overperformer. Players will complain if new weapons aren't on the level of the overperformer.

Now, let's say we have ten weapons with one clear overperformer. Now, we can either nerf a single weapon to bring it in line with the others, or buff nine weapons to attempt to bring them up to the level of the overperformer. Assuming the balance adjustments of each weapon are the same amount of work, that's 9x the effort. However, if we assume we do this extra work to satisfy players, now we have ten overperforming guns and players find the game too easy, so now we also have to buff enemies to match. However, the game isn't designed to handle these increase in difficulty. Players complain if we just add more health to enemies, so we have to do other things like increase enemy count, but adding more enemies increases performance issues. It's a cascading problem.

I consider nerfs a necessary evil. It's absurd to ask developers to always buff weapons and give them so much work when they could be developing actual additions to the game. Sometimes, a weapon really does need a nerf.

[–] peak_dunning_krueger@feddit.de 10 points 1 year ago (1 children)

Also, I'm not sure how much this applies to helldivers specifically, but from what I've seen, teams didn't really teamwork. Because they didn't have to.

This can be very bad because if it follows these steps:

  1. game is easy, no teamwork required, players learn to play the game without teamwork
  2. game gets harder, but some people can still manage solo, complain about "newbs" and tell them to "git gud"
  3. game gets even harder, now it's impossible to play "quasi solo" but the environment is no longer fit to learn teamwork in the context of this game. "How" to work together effectively.

Then people will complain, justly, that they don't have the tools and methods to beat the challenge. Which is correct. They don't. But you can't just tell people to "go play easy mode and learn the game", when they are "max level" and put 40-100 hours into the game.

Of course the synergy tools still have to exist and I'm not knowledgeable about helldivers whether they do.

There is no good choice to "encourage" teamplay, except via creating "natural" funnels that people will "end up at" "organically", and putting a challenge in front of them that they can only work with teamwork. But that means the challenge has to beat them, until they get it. And that may never happen.


One game I have found exceptional as a case study for what is "overpowered" and what isn't, and why, is magic the gathering. All the "code" is public. The complaints are public. The bans are public, and explained. So if anyone here wants to nerd out about balance and doesn't know mtg yet, there is a rabbit hole for you.

[–] Katana314@lemmy.world 1 points 1 year ago (1 children)

I remember an incident in Red Orchestra where we were on a tank map. A teammate hopped in a tank. So, I did too. He jumped out of the tank and into another; so I joined. He jumped out and started shooting at me, basically insisting I get my own tank. Apparently, his level of tactical sense and reflexes in a tank vastly outweighed the value of having a second player in the gunner’s seat; even though the game was realistically meant to depict tank crews cooperating.

[–] Lesrid@lemm.ee 4 points 1 year ago

It's a common issue with lots of team play games. The other player decided that it was better to have two people operating separate mortars than to have one of them provide small arms cover on the flanks of the tank.

Helldivers 2 has a similar problem where some players can help other players reload their larger weapons at a much faster rate than typically; however the player base decided that it's better to fan out and each operate the weapon solo because shots do not need to be made so rapidly and clumping together increases the odds both players die.

[–] Delphia@lemmy.world 9 points 1 year ago (2 children)

Thank you so fucking much.

If you want the game to have long term viability, you have to have nerfs. Otherwise in 3 years everyone who has been playing since day 1 has a mech with a gattling cannon that fires nukes and is fighting gods.

[–] Tattorack@lemmy.world 6 points 1 year ago

Average anime protagonist progression.

[–] tb_@lemmy.world 4 points 1 year ago

*Cough* Warframe *cough*

[–] GTG3000@programming.dev 7 points 1 year ago

Preach.

The game does have a bit of a balance problem, but as usual the players are not the best at designing the solution.

  • Railgun was overpowered, since it did literally everything without any risk. The funny thing is - you can still do things it did before, you just need to actually use the unsafe mode.
  • The armoured bugs are a bit overtuned, the devs have announced they will be looking at them, but just giving you an OP gun is not a way to fix that.
  • Shield was probably alright as it was, but the current iteration of armour doesn't really make up for the lack of it.
[–] Tick_Dracy@lemm.ee 1 points 1 year ago

Left 2 Dead 2 wants to have a word with you 😏

[–] False@lemmy.world 26 points 1 year ago

Making all the weapons overpowered to match ruins the intended difficulty.

[–] BoneALisa@lemm.ee 22 points 1 year ago (1 children)

I dont know what everyone is so upset about, the shotgun feels fine, the recoil doesnt feel bad, and the mag size isnt a huge problem for me.

Plus the flamethrower buff and laser cannon buff are super nice. Im usually in favor of the whole "buff everything else, no debuff" but this honestly feels fine.

[–] Theharpyeagle@lemmy.world 3 points 1 year ago

It's been rough adjusting to how many overcharged shots it takes to take down a charger, but it's been a blast running with some flamethrower friends.

It also gave me an excuse to bring back my rover. No, it's still not as practical as the shield, but it is more fun.

[–] Rakonat@lemmy.world 13 points 1 year ago (1 children)

Did you ever played Payday 2, where powercreep made us go from guns with all the best attachments could maybe kill the toughest enemy in the game in half a mag, or about 15 shots, to the devs needing to implement 3 (technically 4) more difficulty levels with new enemies that were just old enemies with more resistances or 10 times the health as their stock launch counterparts, and those things dying in 2 hits from all the meta build weapons. All because they kept introducing more powerful weapons, more attachments that made launch guns more and more obsolete, and general more power creep through skill tree expansions and entirely new jobs for perks. The player counts for that game dove off a cliff after players realized each DLC was just pay 2 win garbage and even using stuff you could get only from the base game and free updates left every weapon feeling samey with the same tactics being used and things not in the meta utterly ignored by anyone playing end game content. Because instead of reigning in the things that overperformed and broke the balance curve, they just kept powercreeping new items into the game.

[–] chakan2@lemmy.world -3 points 1 year ago (1 children)

The player counts for that game dove off a cliff after players realized each DLC was just pay 2 win garbage

And what exactly do you think is going to happen with this game?

[–] Rakonat@lemmy.world 1 points 1 year ago

You're missing the point. Player counts for that game dived because despite fairly regular new content and replay value, the meta and power creep pushed all players into using very similar functioning builds with everything that could be considered an alternate playstyle being so underperforming many people couldn't even make them work in the 2-3 difficulty range. HD2 has much better variance in maps and enemies, so as long as devs keep the trickle of new content and powercreep under control this game easily has a 6-8 year shelf life. Community will trickle downwards like all games do as they age and new games pop up. But as long as the devs don't fall into the trap of caving to vocal minority of players demanding any exploits they find stay in the game, we could easily have 100k-200k regular pops a year from now.

[–] EtherealMoon@lemmy.world 12 points 1 year ago

This game has like ten difficulty modes.

[–] Boiglenoight@lemmy.world 9 points 1 year ago

I’ve been playing since launch. I played a lot last night. I do not see the problems. I play on hard difficulty. I have a good time whether winning or losing.

There are players that take the game far more seriously than I and honestly they make the game more tense than it needs to be. They make it feel competitive, in that if I’m not doing what they think a “good” player should then I’m unwelcome.

I think the vast majority of complaints stem from these players. I lament that another Call of Duty is not coming out sooner so that the community can diminish into relative obscurity, hopefully populated with like minds that view this as a game and not an e-Sport.