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April 19, 2024, 07:44:10 PM

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TIGSource ForumsDeveloperDesignBalance in Multiplayer Games
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Author Topic: Balance in Multiplayer Games  (Read 754 times)
Photon
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« on: June 30, 2017, 09:30:18 AM »

I get the impression that a lot of people here are cautious about competitive multiplayer games, especially AAA titles. More specifically, hyper-competitive communities and mass toxicity are probably likely culprits for this outlook. And don't get me wrong, its something I totally relate with even though I still try my hand at these games. Its something that I have been giving a lot of thought to lately, and I've put together a fairly extensive write-up on what I think the major problems are with multiplayer games and balance:

https://gamingobservatory.com/2017/06/30/the-fickle-nature-of-multiplayer-balance/

Its probably one of the biggest "theory" posts I've ever put together, and I'd be thrilled to get some feedback on it.
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adrix89
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« Reply #1 on: July 19, 2017, 10:58:57 PM »

Matchmaking has been a complete disaster!

We need to bring back "fun" community servers and organize competitive teams into guilds/clans.

Also have "dojo" servers where guilds can train freely with the various aspects of the game with a lot of tools available to set up specific scenarios including freely changing characters in game.
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Schoq
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« Reply #2 on: July 20, 2017, 02:40:32 AM »

Bring back the LANs
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