Timeline for MMORPG game balancing
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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Jan 13, 2012 at 21:42 | vote | accept | Gary Paluk | ||
Dec 22, 2011 at 13:52 | comment | added | Joel | As Patrick said, noone plays an MMO to say "Hey man, the burn inflicted by my bonfire blade is great!" They play it for fun. The only time people ever talk about game mechanics like that is when they are complaining "<XXX> needs a nurf/buff!" In which case it is an excellent opportunity for developers to listen out for such comments, to analyze and act accordingly. | |
Dec 19, 2011 at 6:26 | comment | added | Nevermind | A few people will get you 75% of they way, and there'd still be at least 71% left ((-8 | |
Dec 18, 2011 at 18:41 | comment | added | Patrick Hughes | @Chris and that is why MMO companies run beta trials =) But realistically only a few people interacting will get you 75% of the way to where you want to be. And where you want to be is Fun and not purely Analytical so people beat spreadsheets every time. | |
Dec 18, 2011 at 5:02 | comment | added | CLo | I would agree with this for many types of games, but with an MMO you're potentially talking about far more players interacting at once than people you can gather to play test. | |
Dec 17, 2011 at 3:58 | history | answered | Joel | CC BY-SA 3.0 |