taleworlds does not care about the experienced players multiplayer scene

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Fine, I don't know why this wasn't proposed already. TaleWorlds, why don't you create a pop-up survey (pops up with the game startup) with the most crucial and controversial topics that are being discussed daily on forums? This would eliminate all the assumptions about "who wants what" on forums and you can get information from your player base in a more statistical manner. This might be a bit annoying but it's a lesser evil - anyone who isn't interested in answering obviously doesn't care and can just close the pop-up.

@Callum @MArdA TaleWorlds
Dude we tried. But I guess doesn't hurt to try again so + 1.
 
Actually dont think balance should be up to the entire playerbase. Noone wants their class to get nerfed unless they're into competetive.

Yes, I've been thinking about that too. Competitive players are obviously more competent to talk about balance than others, that doesn't mean that casual players should have no say in this particular matter.
 
Ye just saying you'll have a hard time then since balancing for a game without e-sports is hard. Casuals don't know what makes broken stuff broken so things that are a problem for competetive players are unlikely to be one for casuals and vice versa.
Shield HP is currently a great example.
 
Actually dont think balance should be up to the entire playerbase. Noone wants their class to get nerfed unless they're into competetive.
The devs don't have to rely only on one type of data and judging from their earlier responses they aren't going to. Getting data from as many sources as possible is beneficial.
 
The devs don't have to rely only on one type of data and judging from their earlier responses they aren't going to. Getting data from as many sources as possible is beneficial.

getting data from as many sources as possible is not beneficial when it comes to balance.
 
Says you?

yes says I. when it comes to balance, do you really think the feedback of new players is helpful? do you really think a random guy on TDM knows which classes or perks are too strong, or what mechanics are being abused and are dominant? they might have ideas about these things, probably some correct ideas too, but that doesn’t mean that kind of feedback is necessary for proper balancing. you’re more likely to get higher quality and more accurate balance feedback from good competitive players. that doesn’t mean their feedback should be unquestionable or taken as an absolute truth, but you could successfully balance the game with only that kind of feedback. look at valorant for an example of that.
 
yes says I. when it comes to balance, do you really think the feedback of new players is helpful? do you really think a random guy on TDM knows which classes or perks are too strong, or what mechanics are being abused and are dominant? they might have ideas about these things, probably some correct ideas too, but that doesn’t mean that kind of feedback is necessary for proper balancing. you’re more likely to get higher quality and more accurate balance feedback from good competitive players. that doesn’t mean their feedback should be unquestionable or taken as an absolute truth, but you could successfully balance the game with only that kind of feedback. look at valorant for an example of that.
What's wrong with using both? It might show interesting correlations. Then we look at the stats gathered from public and ranked matches and we might start seeing the bigger picture.
 
What's wrong with using both? It might show interesting correlations. Then we look at the stats gathered from public and ranked matches and we might start seeing the bigger picture.
In statistics, a high quality small sample of data produces superior interpretation and conclusion compared to a low quality large sample of data. A small sample of data collected in controlled conditions is preferred to a larger observational sample of unknown provenance.
 
yes says I. when it comes to balance, do you really think the feedback of new players is helpful? do you really think a random guy on TDM knows which classes or perks are too strong, or what mechanics are being abused and are dominant? they might have ideas about these things, probably some correct ideas too, but that doesn’t mean that kind of feedback is necessary for proper balancing. you’re more likely to get higher quality and more accurate balance feedback from good competitive players. that doesn’t mean their feedback should be unquestionable or taken as an absolute truth, but you could successfully balance the game with only that kind of feedback. look at valorant for an example of that.

Valorant, though, was created with the goal of it being a competitive game. This really isn't the case. I agree that new players have no proper idea of balance and it wouldn't be the best idea to let them shape classes etcetera. This could be easily countered by creating strictly competitive class setups and perks, though I would love to see a system where both are the same.

My original suggestion was aimed more on topics like combat and class system than balance.

In statistics, a high-quality small sample of data produces superior interpretation and conclusion compared to a low quality large sample of data. A small sample of data collected in controlled conditions is preferred to a larger observational sample of unknown provenance.

Agreed, but sadly, I don't think that developers would like to remove 95% of the player-base from the vote if the vote was to happen.
 
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It's inefficient especially at thimes like this when change is needed but not delivered.
I would argue that it's inefficient to only use one source. For example if my assumption that heavy cav is a noobstomper is correct then we'll see that it overperforms in public but is weak or mediocre in ranked. It gives a bigger picture than if we used only ranked or only public, since one calls for nerf and the other for buff.

In statistics, a high quality small sample of data produces superior interpretation and conclusion compared to a low quality large sample of data. A small sample of data collected in controlled conditions is preferred to a larger observational sample of unknown provenance.
I wouldn't agree it's a good comparison, but even if we accept it for now that is correct if I had to choose. But if I could have both then why not?
 
Ehh the multiplayer veterans do not care about the experience of the developers either. It goes both ways really.
 
I wouldn't agree it's a good comparison, but even if we accept it for now that is correct if I had to choose. But if I could have both then why not?
Because there would be a stronger correlation in the high quality sample of data and less variance. A larger observational sample, especially in this case were we are trying to sort out balancing issues, will only end up polluting the sample with unnecessary data.
 
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