Give the balancing team full control of adding and making changes

From what I’ve gathered, any attempt do do this (having a discussion with vetex regarding why a balance change should be added), has resulted in vetex not reading said arguments and saying “yeah I don’t wanna”.

Prime example being the techniques -30 reqs.

Meta apparently wrote a mini essay on the subject to which vetex decided not to read and say “I don’t want strength to have techniques”

You have no idea how much the team has tried to have a mature conversation like this, only for it to get aired or deflected by a weak reason. :sob:

But to be fair, the community never can see these things so I see why you’d think the worst. It’s only natural.

i still wonder how did u guys convince vetex to change the max hp gain from 7 to 9

This change was actually meant to be vetoed but it got past by mistake (thankfully), and vetex made adjustments to enemy tower NPC health to account for that change instead of reverting it which was a good move.

how’d it get in by mistake? did moochezz or someone else just not know it was vetoed and put it in?

Vetex simply missed the change while reviewing the doc.

There are very few things that are “objectively terrible” so I disagree, but I strongly believe that the root issue is that the entire system of balance for the game is unstructured and thus inherently flawed, which isn’t the balance team’s fault. There is no real foundation for balance philosophy that Vetex has provided, and the vetex-bteam communication is extremely limited, so trying to come up with changes that are acceptable is often like walking through a minefield.

Not to say that some balance issues can’t be attributed to the bteam in some cases, but the team just does what they’re able to do, and a lot of compromises have to be made (and sometimes even compromises get vetoed).

that reminds me of a pve issue i had, how can level 15 npcs grab me out of an annihilation cast lmao
i feel like with a level difference or with a high enough resistance stat that you shouldnt be able to be grabbed during casting

The balance team isn’t qualified programmers so they probably shouldn’t be let loose to program the game

I wouldn’t call changing set variables programming I think writing a program would be called programming

I mean, if you exclusively count the things that are like “Plasma Magic Attack Size = 1.2” or whatever, then sure.

idk how we confuse balancing the game with making the game but whatever you do you

Ok but is vetex

100% yes absolutely no doubt.
Roblox is just a big mess that’s hard to work with, and all things considered, the actual programming of the game is immaculate compared to parts like storytelling and boss design.

fr i agree; i want positive blood disease as permanent potion status effect

After figuring out how to find the balance area in vetcord i went and put up my own thing for a balance suggestion

i would love to have another permanent 1 warding

As someone who has been working on a Roblox game for 8 months, it honestly isn’t bad for smaller games. Haven’t ran into any significant limitations yet and am still discovering more things I could do. There were a few quirky bugs I’ve encountered but I was able to find permanent fixes to them eventually.

But AO is extremely massive, and also doesn’t rely on StreamingEnabled which is very important (a custom loading system is more difficult to make robust).

it really just doesn’t scale well for larger games and for generally utilizing your computer’s resources.

no :fr: