Originally Posted by MMO-Champion
I see. I was watching some legion alpha streams and artifact stuff looks promising, can't wait to test/play it.
I agree. Looks cool. Shades of Paths of the Titans, down to titan names. (
OccupyGStreet)
How do you keep your team motivated when deadlines loom and setbacks start to/have happened? How do you boost morale?
One of the best things for morale is shipping things and seeing it in the hands of players / customers. (
OccupyGStreet)
Newbie managers sometimes focus too much on individual feelings during a time of crisis. (
OccupyGStreet)
When actually your team may thank you later for being decisive when Shit Gets Real. (
OccupyGStreet)
You can focus on the softer aspects of team morale when you have more bandwidth and fewer deadlines looming. (
OccupyGStreet)
Hey, GC, how hard is it to take a wow boss mechanic, like Shadow Crash, and make it a player ability? Is it technically hard?
If it's tied to the room geometry (target this x,y coordinate) then it can be hard. A lot of class abilities started with bosses. (
OccupyGStreet)
I understand, do u think redesigning classes every xpac is a good idea? I despise having to relearn the specs I play esp. 1/2
I like class change. I was sad in WoD when the direction was minimal change. But having to relearn is the big risk. (
OccupyGStreet)
what is a Devs definition of "Balance" equal everything or as close as balanceable?
Depends on devs and projects. Usually it's something like decisions of what / how to play aren't driven by raw power. (
OccupyGStreet)
Systems designers distinguish between "balanced" and "balanceable" and focus more on the latter since it's a lot harder. (
OccupyGStreet)
how do unbalanceable things form? i.e. by what general mechanism does a system/mechanic become unbalanceable?
Things are balanceable if they have tuning knobs. A switch with on/off lacks tuning knobs. (
OccupyGStreet)
An ability that is "kill next target" doesn't scale with target health or power, so you lack an ability to tune it. (
OccupyGStreet)
like why make it balancable if you don't then use that work to try achieve balance.
Totally. Balance is the end goal and the most important in the end. We just talk about the hard part which is balanceable. (
OccupyGStreet)
Sadly, what isn't balance-able is community perception. Once they believe something is bad, it's hard to change that view.
That's true, but players don't owe use endlessly trying something to see if it's finally fixed yet. (
OccupyGStreet)