Forum Discussion
@MasterPadwan77 Wow ok ..
1) that patch was exactly as the notes stated: a PATCH. That update was a client release; not just a server side adjustment. All players had to download that update to patch the client. That’s because some of what was covered in that update was client based code. You didn’t help your argument with that one; you proved my point.
2) Yes, Obi Wan getting stuck in AOP would easily be a server issue, however, that’s not a character “balancing” problem.
again, if you go back and read what I wrote; YES, server issues DO cause gameplay issues and anomalies, however, server issues aren’t the cause of IMBALANCES. Character balance issues are in the game compilation itself; not in server resolution.
I think we need to clarify what falls under “balancing” .. having Obi stuck in AOP or Annikan stuck in HM are not balance issues .. having a character not land a strike isn’t a balancing issue … balance issues would be Hans dodge recharge rate or AOE of Detonate Charge or DPS, or blaster dodge immunity, Those are examples of balance issues; they’re game attributes that are part of the client build and aren’t referenced off the server.
For Dookus swings; I can’t say I’ve noticed that at all, Dooku has a high rate of strike and the hit detection in the game usually favors recognition against other saber heroes. It’s possible that your strikes with Dooku are getting caught in the stack which has server impacts but from what I see in regular gameplay his strikes register their target.
again, many issues with game mechanics ARE worse due to the server state but the server isn’t causing the imbalance is causing mechanical problems. Fixing the servers wouldn’t result in a balanced and “good gameplay” state; it would resolve the mechanical interaction bugs but you would still have to contend with all of the imbalances that are written into the game.
@VetteC5RX Here we go more people confirming what I'm saying about server side issues with the game! Making characters feel weak or missing targets or not working, both on PSN & PC.
https://www.reddit.com/r/StarWarsBattlefront/comments/nzvtrs/unplayable_lag_on_pc_2021/
You're opinion was worthless, just FYI!
- VetteC5RX4 years agoNot applicable
@MasterPadwan77 Reddit isn’t a citable source of facts.
again, server issues aren’t balance. Server issues affect gameplay quality, yes; that’s not how “balance” in gameplay is derived.
Gameplay balance has to do with programmed attributes of the game … how those attributes interact is server related. They are two distinctly different things; albeit they are related.
The server issues aren’t what made Han, Luke, or Chewbacca imbalanced; the server issues is what makes their gameplay feel junky and haphazard; but that’s not imbalance.
an example of imbalance is Hann & Chewie both having two unblockable high damage plus crowd control abilities; something no other characters feature. That makes them imbalanced. The fact that hit detection is garbage is a server issue; but the fact that the game has imbalance is due to game programming which is separate from the server issues.
I’ve been dealing with games for over 30 years; I’ve seen it all. I’m more than familiar with differences between client and server problems and I’m telling you that even fixing the server issues would not result in good, balanced gameplay.Everyone like to “blame the servers” for everything and while the servers ARE guilty of causing many issues; it’s more than that; it’s bad game development.
Here is a list of just some of the poor gameplay attributes that are totally client side, that, even if you fixed the servers these problems would persist:
1) dodge immunity (especially when paired with varied dodge recharge rates)
2) character “cast times” for abilities
3) “last chance” escape
4) stamina logic
5) Inconsistent trait logic (ex: high damage output paired with strong crowd control for some characters or multiple unblockable abilities)
These are just some of the client side attributes that contribute directly to game imbalance that are completely separate from the server states.
game mechanics, like input stacking, are made worse by the server as are the hit detection problems. But when we talk about bad game balance we have to look at the developed attributes of each class, character, enforcer, etc and compare them among one another to see if proper balance exists. In this case, it doesn’t.
TROS made the game imbalance worse even before the sever state degraded. A number of us, myself included, game tested BF 2 heavily after TROS update and found a lot of problems that were implemented, client side. The only major one the Devs did fix was the “dodge to block” mechanic, which, was a client distributed patch. The rest of the issues they didn’t touch; including the tiered progression.