Cutstuff Forum

Gaming => The Ghoul's Forest => Topic started by: ThaMarine on October 27, 2009, 12:41:27 PM

Title: Incoming problem with the new GvH Betas
Post by: ThaMarine on October 27, 2009, 12:41:27 PM
No, this isn't something of a technical nature.


I'm already seeing the Human team being much larger than the ghoul team.

In the beginning of GvH, many more players were interested as playing Ghouls as they were a radical change in gameplay, looks and intensity. They used to be fighting gun-to-gun in other mods, but melee-to-gun was a totally new experience for them (unlike humans, who were still a gun-class). According to an old poll, ghouls were much more popular humans.

Now, the humans keep getting new abilities, while the Ghouls are basically unchanged for a while now (so they get old).  

What am I trying to say?

The new additions to the human classes will have a terrible impact for the team balance, as people are going to be very interested in the new human abilities and will not care for balancing the teams so much.

The Marine gets the "adjustable" grenade throw, the Hunter gets 3 new magic abilities and the Cyborg gets the dash and the separated jet and plasma ammo.

Changes in the Human classes: 6
Changes in the Ghoul classes: 0

Do you see what am I trying to say?

If you do, you will probably ask: "What would you do about that?"

My answer: a) add some new abilities to the Ghouls b) Cutman tested some teambalance WAD some time ago, maybe he should work on it some more and use it.
Title: Re: Incoming problem with the new GvH Betas
Post by: CutmanMike on October 27, 2009, 12:50:53 PM
I dunno I think there's a few out there who are follow ghoul by LAW (carthief) and there's always those who care for the balance who are willing to ditch humans to be ghouls (me). I understand what you're trying to say but there's not much I can do for the Ghouls as they can already kill humans in one hit. What more can I do to attract players to em? Give Sjas a pimp hat?  :p

We'll see how it plays out online when I finally get this damn thing released.

Also I dunno what time you play GVH but I'm seeing bigger ghoul teams more often then human ones.
Title: Re: Incoming problem with the new GvH Betas
Post by: Captain Ventris on October 27, 2009, 12:57:18 PM
Quote from: "CutmanMike"
What more can I do to attract players to em? Give Sjas a pimp hat?  :p
Yes.

Also, the Ghouls are each startlingly close to working perfectly, whereas Humans have more gameplay facets, and so need to be worked on more. The novelty will eventually wear off. Just like everyone played Choke and the GB when Endless War was released, but it's about normal now. People are naturally going to want to play with new content when it is first released.
Title: Re: Incoming problem with the new GvH Betas
Post by: Wartorn on October 27, 2009, 01:22:48 PM
There's no easy way to combat this, from a server admin's point of view. kickfromgame_idx doesn't exactly remedy it.
Title: Re: Incoming problem with the new GvH Betas
Post by: Qent on October 27, 2009, 01:33:28 PM
Quote from: "ThaMarine"
The new additions to the human classes will have a terrible impact for the team balance, as people are going to be very interested in the new human abilities and will not care for balancing the teams so much.
This actually makes teams better for 32-player games.
Title: Re: Incoming problem with the new GvH Betas
Post by: CarThief on October 27, 2009, 03:32:20 PM
Hey, regardless of preferring the ghoul side, as well as loving to splatter people into millions of pieces (love the gibs), i do care for balance! (And no creeper screenrape :P)

But yeah... Kinda difficult to add even more things, unless you decide to add, uhh, (possibily optional) changes to not so much gameplay related things, such as looks. (Like that pimp hat idea :P)

I'd suggest anti-camping abilities, but with Frostbite (DEAR GOD HOPEFULLY :P) having an effective anti-camping shot, and... yeah... The other ghouls can do quite good depending on the map.
Hmm... One thing comes to mind, you could make some ghouls easier to use, somehow. Just like that creeper stun effect. Hope that balance wad that's supposed to add HP/power/etc to the team with the lowest members will work well at some point, has it improved since the new ST version?
Title: Re: Incoming problem with the new GvH Betas
Post by: CutmanMike on October 27, 2009, 03:53:51 PM
I haven't played with the "balance thing" (official name now btw) yet. I have tons of crap to do now 98a has shown up!
Title: Re: Incoming problem with the new GvH Betas
Post by: Xorpedo on October 27, 2009, 04:03:06 PM
Heh, many players have the "OMFG NEW ABILITY FOR HUNTER I WILL PLAY IT WHOLE YEAR!!!" stance and dont care for balancing teams. But the new abilities wont be so fun after some time, so the balance will return. Though, some players will just take a look at the abilities, say: "Ok Cool" and start playing normally. Though when Frost Bite shows up, many people will start being Ghouls! :D
Title: Re: Incoming problem with the new GvH Betas
Post by: Frits on October 27, 2009, 04:35:00 PM
Quote from: "Qent"
Quote from: "ThaMarine"
The new additions to the human classes will have a terrible impact for the team balance, as people are going to be very interested in the new human abilities and will not care for balancing the teams so much.
This actually makes teams better for 32-player games.

yaya, with more than 5 players on a team things get ghouly.
Title: Re: Incoming problem with the new GvH Betas
Post by: Ivory on October 30, 2009, 07:26:00 PM
Look at this way, what can the ghouls really gain anyways? I don't see anything other then EW and Choke gaining blood ball cancel, but that's coming along anyways (I think). However what could you possibly give Sjas, Jitterskull or the Creeper anyways? IMO, there fine as they are. If Cutty were to try and give them new abilities, it would be a head scratching moment for sure. Sjas has a more then useful reflective scream. Creeper has Stunballs, Jitters normal movement is perfect for setups, Choke only needs to be able to cancel blood balls. Humans on the other hand, the nade toss as I felt, has always been lacking before the update. Hunter's magic could still use some work, but its great.  The Cyborg I like the changes. Plasma Lasts longer, the new dodging is great. Except for the fact it never comes back in any way.

It's not as if the Ghouls are suddenly at a disadvantage.
Title: Re: Incoming problem with the new GvH Betas
Post by: Mobius on October 30, 2009, 07:57:15 PM
I still see large imbalance teams with Ghouls leading 48t5789457894 to 4.

Pimp hat addon. Must happen. Make it so.

How about adding perspective to ghouls so it doesn't look like someone is facing you all the time. This would be great for humans so they aren't so reluctant to launch back attacks (on jitters, especially).
Title: Re: Incoming problem with the new GvH Betas
Post by: Ivory on October 31, 2009, 01:23:13 AM
Considering they're made from masks, it may be difficult to give them full rotations. Besides, The one rotation look is a part of the style in the Ghouls Series. If anyone remembers the Ravager, it really didn't fit in with full rotations.
Title: Re: Incoming problem with the new GvH Betas
Post by: Mobius on October 31, 2009, 03:38:41 AM
I suppose you are right. The series was just meant to scare people. I just thought rotation would make it helpful for human players. I know as a sjas that if I see a human turn his back he's dead meat.