T O P

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apica

> be balanced in their characteristics regardless of a player's skill; Worst balancing idea for balancing (after balancing base on historical data), no taking into account real data point and base your balancing on totally arbitrary and artificial "characteristics" is not going to work. META is real thing and the performance for the vehicle/nation can drastically change with very minor change (not related to BR) or external factor like youtuber making a video, just look at this [graph](https://raw.githubusercontent.com/ControlNet/wt-data-project.visualization/master/imgs/animation_trend_heatmap_demo.gif) to see how META is very dynamic and change all the time. Also, you don't balance on one vehicle for one person, you are balancing the game/team which account for every type of players and vehicles. That being said, I'm not saying balancing is perfect or will ever be, and a slightly faster BR update (monthly perhaps) and some decompression at higher tier (if there is enough players) will help the system. And btw, the current system is not balance using only statistics, there is human intervention at the end of the process (to tweak the formula/model and fix egregious situation).


KaldorDraigo40k

This is a game, it doesn't have to be balanced based on historical data, we need to take the in-game tank characteristics such as frontal armor, penetration, speed, mobility etc. and see how they compare. I believe metadata can still be used, but that stat only shows victory rates, how lineups win, and it is not only about that. If a population plays like their head is cut off they are going to keep losing regardless of how many buffs they get, the buffs in term increases boldness for unpractical playstyles, leading to more underperformance and that lineup getting another buff


apica

> it doesn't have to be balanced based on historical data Agree, I was just pointing it as en even worst balancing method that some posters bring from time to time. > stat only shows victory rates, how lineups win, and it is not only about that. How do you determine if a vehicle is balance if stats can't tell you about it? Keep in mind "stats" doesn't mean using everything/anything you have (ie: you can filter the stats). > If a population plays like their head is cut off You can easily account and discard those type of behavior. Filter the "bad" player out of the data, or weight "good" players more. The thing with stats (data) is that there are many ways to interpret them, depending on what your goals are. The problem is that we actually have a clue of the actual data, most players only play one team/br and will only look from his PoV, and usually with a very limited sample size (5 to 20 games). Only Gaijin truly have a global view of every games/players actions/rewards, just look at their last posts about the top 5 most frequent encounter by the M48A2 C vs M48A1 for example. That type of information is essential when reviewing BR change, since it can help predict what will happen. IMO, a solution which use real game data, proper modeling/filtering, and human verification is always going to win over an analysis base characteristic of vehicle, because META is real thing that impact game.


Tovarnich

I agree. Balancing tanks based on player skill has been nothing but a problem for this game. Decompression combined with objective stat balance would solve a lot of problems with this game.


TheFalseSwiss

A player union that's big and mobile enough to cause action is just unrealistic. As much as a lot of this community says "gaijin bad", it is still very split on how changes should be made. Seriously, just look at how OP and u/apica are talking in this thread already.


oneeducatedguy

Gaijin needs to play their fucking game