Red Alert 3: Paradox Coder and Beta Lead

Report RSS The Beta Mindset -- Part 2

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Now, we have an idea of what we hopeto achieve through balance, and also some of the problems facing us.

Practise > Theory
Sure, with a juicy new mod coming out very soon, it is quite easy to spend large amounts of time analysing Paradox. I do not discourage this, but it should be made plain to everyone that ultimately, you cannot understand the game from outside the game.

This is especially true of balance issues. While there are many things I will be having my eye on as the Beta progresses, I realize that we simply cannot make any judgements before the Beta is actually released. But even once Paradox is released, we cannot trust the claims of people the same way that we can trust actual games. In theory, a strat may be implausible, but in practise, good players will often find ways to make them work.

In short, theory is imperfect, and should only be trusted so far

There are no lame, noobish, or amoral strategies (short of cheating)
I'm sure all of us have seen people put down players, simply because they base-push, use a certain "lame" tactic, or even because they play a certain faction. I want to make it quite clear that these attitudes should not be taken. We developers have designed the game as it is, it is not in any way bad for a player to utilize what the developers purposefully put into a game.

If there is genuinely a problem with a strategy, tactic, or even a faction, it is the developer's job to fix it, not the player's. If the developers are unable (or unwilling) to fix the problem, then a ban on the said object can be put in place. Bans should be used as little as possible, however

Avoiding "lame" or OP strategies simply makes them more powerful, aka discard your Code of Honour, at least for the Beta
Use and Abuse everything. The sole aim of the Beta is to balance the game, but how can we do that if we have inadequate information about the object we need to adjust? Give up your Code of Honour, and join in base-pushing, infantry-rushing, harvestor-killing, and all the other things that players may be unwilling to do. That way, we developers have adequate knowledge about the subject to make the necessary changes, without breaking the game.

After all, if you don't try out the strategies, someone else will. And the earlier these things are balanced, the easier it is for everyone.

We will refund anyone their Code of Honour at the end of the Beta, should they want it back.

Try unusual things to counter supposedly "Imba" strats
Not all the best strategies are easy to discover. Don't stick with the hard counters, or the standard playstyle. Mess it up a little. Which brings me to my next point


Be Creative

You're at the beginning of a new game. Untested units are about to be unveiled, strategies unthought of about to be used. Well, at least if someone gets around to actually thinking them.

Have you been using a great strategy? Think of a better one. Don't stick to what is tried-and-tested, or you'll never be known as the creative player who thought up al; types of zany, yet successful strategies. This is where all those aspiring Foxboxx's come in, to show the gamers that there's more to paradox than tank spams.

Discuss :)

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