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Asymmetry to Symmetry, steps in the wrong direction?

Posted: 2009-06-17 08:52
by Jedimushroom
This is not a thread complaining about the new release, rather one to discuss the apparent trend in map layouts to favour symmetrical rather than differentiated asset distribution.

For example: Qwai River in 0.85 has heavy armour for the Chinese team and light, mobile weapons for the American team. This is an obvious choice of brute force vs mobility, and it seems to work quite well. In 0.86 this has been changed so that the Chinese have APCs and the US have... APCs, this is a clear change from asymmetry to symmetry.

This seems to have been happening for quite a while, taking steps to ensure balance by giving everyone the same kit. In my opinion it is a lazy way of balancing, harking back to vBF2. One of the aims of PR in its early stages was to buck the trend of direct balancing that EA used so often, and now we seem to be going backwards.

On a similar note why is every map a double attack map? There are so few maps where one side has all the flags and the other has to attack them, it usually goes that each team starts from their main base and rushes to get the flags like some sort of mad supermarket dash. Is that realism? I can't see how it is.


I think I may be coming off a bit too harsh here, I love this mod to bits, I just wanted to bring to attention something that has been niggling away at me for a good while. Please post your thoughts on this matter.

Re: Asymmetry to Symmetry, steps in the wrong direction?

Posted: 2009-06-17 09:47
by Wicca
Well basically, if you want a fair match, it is kinda hard. I mean, players have choices, and sometimes those choices arent the greatest.

This isnt a math assignment, PR is more like 64 different wills, going against eachother. and, well some people are good with hummers, others not, and sometimes, the only way to ensure the playabilaty and the joy of PR is to have mirrored veichle layouts, so that the "skill" is what wins the game, not the "Unbalanced" way the veichles are laid out.

Re: Asymmetry to Symmetry, steps in the wrong direction?

Posted: 2009-06-17 10:42
by Truism
Not one step in the wrong direction, but a hundred baby steps that are making the game symmetrical.

It's like someone said ages ago, PR is like ordering your favourite pizza flavours from your favourite place, when they arrive they are in really freaking awesome looking boxes and they smell great, and every time you order them, they look and smell better, except when you open them, they are all the same flavour, and taste sort of the same.

I have always been in favour of having an asymmetry patch where the factions are all made waaaaay more different than they are at the moment.

Re: Asymmetry to Symmetry, steps in the wrong direction?

Posted: 2009-06-17 11:00
by OkitaMakoto
Let's play it before we discuss it ruining the map and/or ruining the asymmetric balance ;)
- Qwai River littlebirds and tanks removed due to low view distance, WZ551A added.
Qwai is a pretty small map with a very low view distance. Ill admit, tanks were a nice twist to the mix, but lets just play it and see first. PR is always tweaking and working on map loadouts to be not only realistic, but also fun to play. We dont make changes simply to ruin the mod despite what some may think ;)

You never know, there could be like 10 WZ551A's for the Chinese and the US will still be getting raped without TOW support... I really have no idea...