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Trickle-Down Balance - YouTube
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Hi
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Today I wanted to touch on something that has been coming up more and more
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ever since a couple years ago when the TF2 developer team,
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pictured here,
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decided that they should balance weapons around competitive play
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and that something is...
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COMPLAINING.
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A lot of people who play tf2 seem to have this assumption that when any weapon gets nerfed
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it's automatically a bad thing unless you personally don't like that weapon and here's a thing. Yeah some weapons
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don't
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really deserve to get nerfed and some weapons do and at the same time some weapons deserve to be a lot more viable than they
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currently are. Well, which players should be
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influencing what deserves and what doesn't deserve well to put it simply the best players should put it more
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complicatedly balance in tf2 and most high skill ceiling video games for that matter should be balanced around the highest level of play first
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In other words we should always be looking at a weapon like this if it's balanced for the highest level of play it will
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Be balanced for everything else directly underneath it. I decided to nickname this philosophy trickle-down
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balance the name borrows its etymology from trickle-down economics or more commonly referred to as
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Reaganomics which was introduced during his presidency in the 80s without getting too political here the whole concept of trickle-down
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Economics was that tax breaks were given to the wealthy so that
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Corporations would spend more money on giving back to their workers and pay rises hiring more people
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Etc etc now while the name and extremely basic concept is similar, reaganomics actually has very little to do with trickle-down balance
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But you can use this existing
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concept to draw
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Parallels to how it should work in tf2 we balanced a weapon at the highest point of its skill usage and as a result everything
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Beneath it should be absolutely fine to quote Greg Street a design director on League of Legends
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Which despite what you might think about the game has both a thriving casual and competitive scene?
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He says it's worth pointing out that the more skilled players and especially
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Professionals are the best at breaking your game as they'll be better at
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exploiting balance problems now on paper this concept seems pretty simple
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But as you affected to me when it comes to a game with over a hundred weapons and millions of players
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It's not that simple this bell
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Curve is a pretty accurate estimate of what the skill level of tf2 players should be as you can see the number of
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Average skill level players is pretty high
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That's why it's called an average and then on each end you have the very low skilled players over here usually people who are either
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very new or are just
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Inexplicably bad at tf2 then you have the heavy hitters the ones who have thousands upon
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Thousands of hours in the game and have mastered movement aim and game sense to the point of near perfection you know
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Professional gamers as you can see the most common players are not professional gamers, so as a game developer
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Why would you balance anything around the lowest common denominator of your player base?
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And that's where we whip out the magic word compromise
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This is where things can get tricky you have to balance around the highly skilled people who are more likely to use a certain weapon
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to the point of breaking the game
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But you also have to take into consideration
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The multitude of other players who will also be affected you have to make these people happy
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But also keep these people from taking that thing and burning everything to the ground with it sometimes literally
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It's not easy, but it is totally possible
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So let's get into some more recent examples the base jump
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and the last wave of
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Balance changes the TF team has been doing this
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awesome thing where they also list the reasons behind the change to a weapon which makes it easier to understand their thoughts on how that
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Weapon is intended to be used
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This is what they said about the base jumper players often complain that the base jumper is
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frustrating to fight against because the target is simply too hard to hit right away about
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80% of the tf2 community was all like huh because when you see someone using the base jumper in a pub
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This is usually what happens
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But here's a thing this person is very likely right about here on the bell curve now
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Let's check in on what the base jumper looked like in the hand of someone who actually knew how to abuse its features
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You guys can actually try and hit him okay
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Fuck off so what the TF team means by this statement is that this?
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Parachute caused way too many problems in the hands of someone who was using it to its full potential
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So they removed the ability to redeploy it in midair and reduce the air control by about 50% done and done
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But did this negatively affect the rest of the tf2 player base
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No, it didn't because Joe Schmoe tf2 pub guy over here wasn't doing this to begin with it's like literally impossible
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He was doing this so how about the Razorback well for most tf2 players this thing got a buff?
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But the removal of the ability to over heal sniper is a hundred percent
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directed towards
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Competitive play the even say so in the description of the patch notes for the Razorback at high levels of play the sniper is
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Easily one of the most influential classes during pretty much all points of the game
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But mostly during slower points such as stalemates or defensive situations and because the sniper is most easily
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Countered by spy or another sniper using the Razorback to effectively negate one of his counters is an easy choice
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Meanwhile being able to survive any headshot under
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185 damage by simply asking your medic to pocket you pretty much makes the sniper even more of a threat than he already is
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So the TF team made a pretty smart choice here and removed
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What essentially gives the sniper and answer to two major?
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Counters in this high level of play while making it easier to use in pubs where multiple spies are more than common
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they're
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Expected and because you'd be pretty hard pressed to find an over healed sniper and a valve server anyway the nerf pretty much only directly
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affects the end of the bell curve smart observation and subsequent solution on the devs part
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I gotta say and the last example I can touch on here is the Vitis saw a weapon that was pretty much
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fundamentally broken since its inception and completely screwed with the way overcharge advantages played out in high-level games in pubs
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Ubercharge pretty much just becomes available to you whenever you happen and not die as medic for 40 seconds
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but in a competitive environment
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both teams are
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Constantly mentally keeping track of when the enemy medic is about to have overcharged because being invincible is pretty powerful
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And you should probably be aware of when that's about to happen if you plan on fighting someone now when one of the medics takes
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a risk and lands a hit with ubirr saw that's usually just
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Communicated to the team so that estimates for the medic is about to have you charge is adjusted accordingly
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But when I met accused the Vitis ah who knows how much more they're going to have when they respawn because it's based on how
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Much eber you had when you died
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This would essentially make the skill of tracking uber worthless and because possibly getting some uber for taking
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No
risks was way more valuable than the alternatives this made the vitae saw an
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obvious choice that basically meant if the other medic was running it and you weren't you were at an
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automatic disadvantage which is always bad so the TF team acknowledged this and
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Introduced the system you see today with organ collecting meaning now when you use the vitae saw in order to get your reward you have
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To take a risk which puts it more on par with the uber saws design this change fixed the vitasaw's
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inherent problems at a higher level of play while also making it interesting for the general community since a
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Risk/reward balancing is always going to be of interest no matter what your skill level is now we still have a while to go before
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Every unlockable weapon in tf2 is balanced in a way that fixes the problems seen at the highest level of play
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But I can assure you that if these issues are handled from the perspective of trickle-down
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Balance while also appealing to a compromise between the T of two pros and the T of two Joe schmo's we might very well find
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ourselves in a world where no weapon needs to be banned in tournaments and every weapon class and play style has a place and
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Function so I hope you learned something from this video
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I personally think that game balance and weapon viability is one of the more interesting
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Topics to discuss when it comes to TF2 and while we're on the topic of learning new things
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How about I teach you a little bit more about discord. I know if you've seen the last few videos
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You've probably already heard all about it. This is the last time. I'm gonna mention it
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I promise you can go to my personal discord
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which I think is one of the best Uncle Dane Communities / TF2 Communities *burp* on the planet and
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You can go check it out by making your own discord account if you don't already have one and just type in the URL
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discord.gg/uncledane or just click the link in the description of this video
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Thanks very much for watching, and I will talk to you nieces and nephews next time. Bye. Bye
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