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Wolfenstein enemy territory tweaks 2015
Wolfenstein enemy territory tweaks 2015











Nader in tight spaces, Rhino in long corridors, Vasili in open space with long line of sights, that is to say, their greatest positions of strength.

wolfenstein enemy territory tweaks 2015

Quite often people complain that "merc X is imbalanced," the most recent examples being Nader, Rhino, and Vasili, and yet, I have far to frequently seen people challenge these mercs in quite unfair situations, where the opposing, apparently imbalanced mercs, have a large situational advantage e.g. An important concept to take away here is the difference between balance, and fairness, and quiet often we see that in the DirtyBomb community these two concepts are confused. My suspicion is that the more complicated the game becomes, the potential to accrue the correct balance between the different game elements becomes more difficult, and requires more time to test. Failing to do to can undermine the entire game world, and associated systems, and as a result negatively impact the end-user experience. 1 As clearly noted above, the idea of balance in game design is about creating the best potential rule-set within a game world, in order to allow the effective execution of the implemented mechanics.

wolfenstein enemy territory tweaks 2015

The extent to which those strategies are equal to one another defines the character of the game in question. In these cases balancing is instead the management of unfair scenarios, with the ultimate goal of ensuring that all of the strategies which the game intends to support are viable. This potential for unfairness creates uncertainty, leading to the tension and excitement that action games seek to deliver. This is particularly true of action games: Jaime Griesemer, design lead at Bungie, said in a lecture to other designers that "every fight in Halo is unfair". Balancing does not necessarily mean making a game fair. An unbalanced system represents wasted development resources at the very least, and at worst can undermine the game's entire ruleset by making important roles or tasks impossible to perform.

wolfenstein enemy territory tweaks 2015

In game design, balance is the concept and the practice of tuning a game's rules, usually with the goal of preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers. The answer to the most basic question of this investigation What is balance?, does not require any serious reworking, and I believe it is quite clearly laid out in its relevant Wikipedia article Concept art demonstrating the DirtyBomb atmosphere.













Wolfenstein enemy territory tweaks 2015