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>> NFS:SA Booster <<

Let's discuss about balance

Napisany przez scaftz, 25-12-2019, 14:20
Let's discuss about balance

Offline scaftz

#1
Title says it. Now that a racing event is coming up, i remember what i hated the most with this game. Since the devs apparently don't care as much about game balance anymore because iT's PRetTy MucH ComEDy wiTh ThIS GAme EngINe, guess all that left is us players that still cares about it. Hopefully the devs would bats an eye to this and made adjustments accordingly if things gets figured out correctly. in the end we are the one enjoying the results anyway. I would also like inform that this is not typical thread to preach about your favorite cars being sucks (Although i don't mind hearing about them, but please keep them on bare minimum) but more like to talk about the overall system within the game. Expect text walls. With that being said, now here it goes.

I will start with Performance upgrades. I have talked a bit about it on the other thread. This thing is quite as imba as the cars selection as it's also the factor of why higher class cars excels at URLs and etc despite having same scores with lower ones. Specific upgrades has too much powerful benefit than the other. Not gonna speak about the obvious which is tires upgrades, even the upgrades within the power package have weird score:performance gain efficiency, even with bugged 3 or 4 gears drivetrain bug excluded. Choosing which power performance part that would yield you optimal benefit is like trying to find a magic combination that will give you specific final score. 

We have no idea how much acceleration or top speed each part gives, some gives +Topspeed and ++Acceleration for +++score while the other is is +++Topspeed but +Acceleration for the same +++score and it's really confusing. And then there's this -10 and +10 Acceleration dyno that adds the twists. Furthermore that performance bars on the side of the screen on Performance shop are apparently useless asf. Not gonna mention that GTA SA have weird acceleration mechanism which increasing your max speed altered your acceleration as well, forming some sort of power output which might get your head blown trying to balance things up between parts with that.

I have brainstormed myself few solutions. Quite some time ago I have said on the other thread, "Handling upgrades should be treated different to power upgrades. Power upgrades can have it score raise linear while handling upgrades should be weighing more as score getting higher. For example something like stock,street,race,pro tires upgrades for E class gives +0,+5,+11,+22 while on B class it is +0,+9,+19,+39. With this formula, players will need to upgrade their tires to fit their car score range to have better score efficiency instead of putting most grip possible to their setup".

Now i tell about power upgrades. To avoid the complication with balancing between the parts, we can have the parts gains value more simplified in score and values. Engine, ECU and Turbo increase only acceleration and Transmission increases topspeed. Engine, ECU and Turbo's score and acceleration gains will share a same score:acceleration ratio value but varies in number so players can find the correct parts combination to get exact desired final score with any of the choice and results the same as long as the score is the same.

Transmission in the other hand would be tricky and might create another shipwreck in balance, but here it is. Since it is the only part that will change your topspeed, choosing which transmission upgrade to take would be similiar like choosing which tires upgrade that fits your car, track or score range. Transmission dyno should have changes as well. based on how much score they give, -10 dyno would act as if it's an acceleration upgrade equal with other acceleration parts, +10 dyno acts as topspeed upgrade with no acceleration value change as if it was stock, 0 is in between. 

Higher level Transmission upgrade have previous level's -10 dyno acceleration value and +10 dyno topspeed value added. Lower level Transmission upgrade can't have next level's minimum topspeed value. This is to avoid Infernuses shredding Street X with 200 KM/H topspeed builds.

(Assuming it's possible for dyno to alter part's specific value instead of whole car's value otherwise this topspeed:accel:score simplification thing is a bust unless drivetrain dyno is gone)

As for the score gains for drivetrain upgrades for each level on every class, I guess it should also weights more for higher levels and classes but i can't be so sure unless proper tests are done.

Weight Reduction and Brakes can stay as it is in my opinion, they are not much serves as augments or add-ons. Not so sure about Nitrous, i usually have them either on Street for low score leveling or Maxed on, well, maxed.

Handling changes for cars are not necessarily needed yet for this. the current stock and maxed values can still be used since it would massively changes the current balance after anyway.

That's all from me for now. Feel free to reply.

TL;DR Balance is suck and we need to find a solution for it.
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Messages In This Thread
Let's discuss about balance - by scaftz - 25-12-2019, 14:20
RE: Let's discuss about balance - by yokou - 25-12-2019, 14:39
RE: Let's discuss about balance - by Bunny - 26-12-2019, 02:35
RE: Let's discuss about balance - by scaftz - 26-12-2019, 02:47
RE: Let's discuss about balance - by Tekk - 26-12-2019, 04:29
RE: Let's discuss about balance - by scaftz - 26-12-2019, 04:35
RE: Let's discuss about balance - by Bunny - 27-12-2019, 16:31
RE: Let's discuss about balance - by Tekk - 31-12-2019, 01:42
RE: Let's discuss about balance - by Tekk - 31-12-2019, 17:34
RE: Let's discuss about balance - by Tekk - 01-01-2020, 12:23
RE: Let's discuss about balance - by scaftz - 01-01-2020, 13:23
RE: Let's discuss about balance - by Tekk - 01-01-2020, 20:05

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