Fun Imbalance.
Every one of you who has played Battlefield Vietnam version 1.0 knows how imbalanced it was.
The US Army, heavy assault class was given a M60 and a rocket launcher. In this version, the M60 was still very imbalanced where you could shoot relatively accurate in crouch position, and very accurate in prone position. This coupled with the M60's rate of fire and damage it did, made this weapon better than all the other weapons. Also, the heavy assault class was given a rocket launcher on top of that, which did a nice amount of splash damage to kill off little groups of people, and did function very well as a anti-tank weapon.
So now, here we have THE best infantry killing class, while also having great capabilities as a anti-tank role. This class was simply not balanced with the other classes, it was too strong in every role. Soon it would be 'nerfed', the class would walk slower, the m60 would be less accurate and the rocket launcher would be replaced for a grenade launcher. But this story is from before the 'nerf'.
I for one, had the best time in Battle Vietnam before the patches came and balanced the classes out. (ok, the fun I had playing together with 16 friends was even better, but I will stick to the public server experience.)
When I played the US army, I would offcourse take this superman class. I would run around as the rambo I was and so would the rest of my team. Many Vietcong would fall, but still, most of the time we would lose the round. At first I was puzzled, how could the superior class lose?
I found out when I began playing the Vietcong. As Vietcong, you would always be inferior equipment wise. And that is why the people on the Vietcong tended to play much more tactical. People stayed together, helped capturing flags, and used guerrilla tactics to defeat the 16 Rambo's on the US team.
The game's imbalance drove the Vietcong in changing it's tactics from normal pubtard behavior, into more tactical behavior. Thus the US were left to run around killing some dudes, while the Vietcong went around capturing flags and picking their fights.
After a few patches, all balance issues got more or less fixed, and the Vietcong decayed into pubtard play again.
Now that was the best fun I ever had with imbalance, my question to you guys.
What game imbalance did bring you a lot of fun?
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Along very similar lines, back in the early days of wow, before battlegrounds, the Horde were generally vastly outnumbered against the alliance on every server. I remember taking screen shots of open PvP where you'd see a flood of Alliance (easily 30+ people) and only have about 5 or 6 on the Horde side. This was common, this was the typical night of open world PvP. This lead to some very interesting things happen. The Horde really started to work together. Priests would actually heal the warriors, warriors would actually protect the priests, people would create distractions to allow the mage in get into the middle of the Alliance group to blast off AoE spells. Eventually, we were holding our own against the vastly overwhelming force.
Then, things really became interesting once battlegrounds were introduced. The Horde no longer had to deal with fighting a force two to three times it size. Now the sides were even, and I bet you can guess what happened. The Horde would absolutely demolish the Alliance. It was just pathetic. We didn't have people trying to be heroes, fighting as one man armies. We had a bunch of people who worked together to win the fight. Our days in open PvP had taught us how to work together, something the Alliance had yet to learn.
Those were some fun times.
Jadawin wrote:
You speak of Tarren Mill. I remember trying to level up there and not being able to do anything and my framerate going to sh*t as two actual armies of, i don't know, 40 level 60 guys going at it for no other reason than someone on one side was ganking there and some guildies would show up to revenge and things got out of hand. Those were fun times.
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Scrub wrote:
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I remember the exact same transition, Tkyl. A quick addendum, the Alliance always out-geared the Horde since their numbers let them run more stuff. Didn't help.
JUST PUZZLED YOUR ASS UP, SON! -Mr Crinkle
Tarren Gristmills.... On Sargeras the Alliance outnumbered the Horde 3 to 1.
When the game launched the only people able to afford mounts were the Warlocks and Paladins. So we ended up with a nascar type event on our server. 40+ Alliance warlocks and paladins on their free mounts would show up in zone, and do a figure eight starting at their flight point. going to Tarren Mills, over to Arathi Higlands and then back home. It took them about 8 minutes to do a lap. And they'd be there all day riding down anyone silly enough to try and quest.
Then, we got team work and wound up having lots of fun fights similar to Tkyls reports.
Makes you wonder if the gamers' and game dev's ideal of 1-to-1 balance is really necessary. Sure, it might be for the sake of, "We want it to be fair!" and no one wants to actually have a learning curve or be required to have much skill to play, which is probably key to good sales.
But how often in TF2 do you see teams improperly balanced, and one side totally trouncing the other because they have their sh*t together? And is it any less fun? Maybe for the losing team... But the fact is that imbalance can, indeed, be fun, and force new strategies and tactics that otherwise probably would never have been used.
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I'm actually interested to see how Left4Dead turns out. Its 4 people versus everyone else (zombies). Those 4 will be much more powerful than the other players, which will force those zombies to use tactics to ambush the other guys. I think if done right, it could be very fun while not maintaining that 1-1 balance.
Jadawin wrote:
I want left4dead soo bad
As far as Imbalances, playing a private Beta of Planetside when we had an iGames (lan center group) Uber battle, I was the general for the Terran Republic. The trick to the game was to capture the most land after 24 hours, but for some reason 1/3 of my LAN Centers did not play at all! So we where constantly out numbered like 2to1.
I ended up giving LAN Centers bases that they had to hang on to, and if they lost it then they had to take it back, while my LAN Center was like a quick reaction squad that would fly out to whichever front was crumbling and help them get back. We totally had a blast, at the begining of the game the Terran Alliance owned some 75% of the land mass, By the end we shrank just 11%, but because it was all about gains the New Conglomerate won. I totally bitched at the Admins of the contest because they where suppose to reset the server so everyone had 0 territory. Then they finially caved and we got a consolation prize of keychains and other nick nacks and I got a signed copy of the game.
I loved that game it was so fun, too bad it turned into a boring suckfest so fast because it was blast while it lasted.
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I had a load of fun when i was playing Planetside not long after release and me and my housemate were Vanu. At this point in time the Vanu were highly underpowered due to the decay rate of their laser pulse weapons and as a result were under-populated in comparison with the Terran Republic and the New Conglomerate on the servers.
We had such a blast and with the knowledge that most of our weapons were inferior we relished every battle won.
After there was a few balance patches, we eventually we pretty much equal with the other two sides... but the change in situation made me realise that i liked being the underdog. So i stopped playing..... Until a year or two later when i joined as the NC and spent a few months messing around with a new outfit.
It was pretty cool.... i miss those days.
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I think it's mostly necessary to silence the message board haters. Any perceived imbalance results in thousands of posts across the internet. Which is to say it's completely unnecessary, but makes managing and maintaining a community and vibrant player base a lot more difficult.
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The two different sides were totally different, and fun for different reasons. Kind of reminds me of the Splinter Cell multiplayer, with the FPS vs stealth dudes.
Sounds like a cool idea to explore in multiplayer games.
<- Agrees.
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The attack choppers in early versions of BF2 were neigh-unstoppable killing machines, which made whoever flying the team's attack chopper(s) the big hero(es) for the team. It was fun being the guy everyone wanted backing them up. I even got tagged for it.
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If you happen to participate in alphas/early betas of MMOGs, those are always the most fun times, because after every new update there's some new powerhouse class/skill combo, and it's so entertaining to figure out what it is and go exploit the hell out of it. Sometimes the situation even persists through the early months of an open beta or the retail release, at which time it's doubly entertaining because the world is packed with new folks who are amazed at how hard you're dominating with some build that they never thought of using. Eventually, mud wimping sets in, and I leave.
It's been awhile since I had the connections to get in on stuff early, but I always think fondly of those times. Anyone who was in on WoW back when mages had "Chains of Ice" will know exactly what I'm talking about.
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Quake Wars has asymmetrical sides in GDF vs. Strogg. It's not a massive difference but the subtleties are pretty nice once you understand them.
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Mechcommander 2 has some imbalances that are fun. Its the kind of imbalances that are not godly but do give an edge.
If you load up every mech with LRMs or Clan LRMs once you get them, your lances will devastate everything at long range, with indirect fire and good damage.
In most of the Mechwarrior games you can load up a mech with 10-16 machine guns and blow off any size mechs' legs in a mere second.
Frozen orb is godly and can power level whole groups from 35-65 in Diablo 2. Its an insanely fun spell to spam.
Being fangoriously devoured by a gelatinous monster.
Well it was before they fixed it, but still true for the purposes of the thread
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Hence why I said 35-65 instead of 35-99 or until you get bored of the post 75 xp slowdown =P
I also forgot to mention that Static field, at launch, had no cap to how much damage it could do and no cool down so you could reduce entire screens of hell difficulty enemies as fast as fast as zombies from act 1 normal.
And then there were the corpse explosion necros at launch and the endless respawning maggot xp of the maggot lair...
Being fangoriously devoured by a gelatinous monster.
Don't forget the choppers in the Desert Combat mod for 1942. They were angels of death that were nearly impossible to fly. I spent a whole weekend in unpopulated servers just trying to get decent with them. Thus my inner chopper whore became manifest and there was much rejoicing.
"Now witness the awesome lethality of the Alan Parsons Project!"
-Dr. Evil
Especially the MEC one with the 30MM chain gun...
I was pretty much a ground-pounder, so you guys gave me nightmares. We couldn't even count on the AA, which would either completely miss or lock on you but actually hit the nearby friendly chopper. The only thing that made it worth while was occasionally taking one of you guys down with AT.
Best example of this is the rocket launcher in Quake 1 multiplayer.
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Indeed, I loved good chopper pilots in DC. To back up the OP, I loved the tanks in 1942, DC and FH but the choppers slaughtered us in DC. Then I practiced taking out aerial targets with my main gun like other tankers. What developed was a cat-and-mouse battle with the good chopper pilots and the good tankers. The thrill of knocking out Hinds and Apaches was fantastic.
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The choppers in DC. Now there was a sight. Damn those things were hard to fly. Took me 2 hours just to keep one in the air for longer than 1 minute. After hours of practice I finally became good with the things. I did it all by keyboard, and flying it was a dance of a few keypresses a minute the entire time. I even got the thing to hover with the keyboard by tapping the 'up' key continually.
I remember a Lan party playing DC and obliterating everybody on the server. Good, good times.
I get the feeling most developers only think of balancing out their game with the use of statistics. But like the DC chopper, there was a balance there. It was super powerful, but also insanely hard to fly. I think that balanced it out really well. After I think 0.7 they totally reduced the effect of the missiles and hitpoints of the chopper, and it became some flying deathtrap which was still very hard to fly well.
Also, I loved the fact that DC had almost no plane campers because of this.
I don't watch, I interact!
Not so much a game imbalance, but the asymmetric attack/defend maps of Wolfenstein:Enemy Territory made for some memorable gaming moments. It's arguable whether the maps were really imbalanced in favor of either attack or defense, but it was fun to watch the tactics change as the attacking team started to slowly make headway towards the objectives while the clock was running down. A well-organized defense could stall the attackers indefinitely, but a coordinated offense could exploit a momentary advantage and go from stalemate to victory in the span of about 90 seconds.
And yes, those DC and BF2 choppers were insane.
- Alan