Quote:
Originally Posted by Morello
I have a ton of sympathy and respect for Ghostcrawler; he's the face of an entire design team also. I don't think their balancing is really bad, either, I'm not in agreement with their overall high level design philosophy - not that it's bad, I just have a different conclusion. Within that philosophy, though, I think their balance methodology is really appropriate.
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I had a similar experience a while back.
Way back when I worked with some guys, one in particular named DirtyMinuth when he was rolling out a perks system for Zombie Fortress, a Team Fortress 2 mod.
(Perk system let you "specialize"' per say, you got an extra power ranging from the Spitter attack in L4D2 to 100% critical rate if you were the final survivor.)
We caught hell for months while trying to get things right because people kept finding new abuse cases. (It turns out balance testing things is impossible with 4-5 guys, so we didn't get that luxury. All our iterations went live and we worked with what we had.)
It was hard. I can't imagine it's easier for Blizzard, or you guys. People had huge expectations and when we didn't deliver, especially when we thought we had something awesome, it was a terrible experience for everyone.
But hey, it was a learning experience!
tl;dr I've been there (sorta), nothing but respect for design teams after doing some.