1.03 Balance, Design, Concept, and Discussion

I would prefer if Frogboy would respond

I'm not going to sit here bashing 1.03.

It's unconstructive, and despite my personal beliefs, that's not the purpose of this thread.

This thread is simply to understand the basis for the changes.

I think we can all agree that some of the changes were clearly mistakes and unintended.

The accidental change on ally speak, for instance, is incredibly annoying, but clearly a mistake.  The devs will fix that asap.  This is not an issue.

The devs have NOT yet admitted that the Black Market fix is a mistake.  Let's go over in detail why it is:

It is now essentially a 1 resource economy.  To quickly see why, note how easy it is to produce credits (independent of allegiance), compared to other resources.  Further, consider that the ability to buy endless quantities at the base price essentially puts credits at 3-1 vs minerals, and everything else equal, you should have at least 5 or 6-1 credit to mineral income.  This is even more exacerbated by the decrease in extractors for the asteroids and neutrals.  By doing so, credits becomes even more dominant as the source of income.

Consequently, from a role playing/single player perspective, stardock has "dumbed down" the game to a point that it's no longer an rts or a 4x hybrid.  It's simply some mass credits mission.  This is a silly design feature, that must be changed.  The idea of a slow rise to counter mass crystal buy spam at the start is fine for the first 30 seconds - 1minute.  Then simply revert back to the old black market.   Or however the devs want to fix this major issue, that's fine by me.

In my personal opinion, I think the devs are a bit out of touch with game balance.  This may sound elitist, but I have a very good grasp of game balance.  Consider, for instance, seige frigates.  The nerf was simply due to the computer spamming too much, making the game unenjoyable.  An easy fix would be to lower the computer's reliance on such annoying tactics, and make it fight normally.  Instead, the dubious decision was made to nerf a useless unit.

In fact, siege frigates are utter crap.  To see why, note that you can rebuild your colony for the cost of a SINGLE siege frigate.  If you lose even a single siege frigate, you're breaking even on an asteroid.  If you lose 2, you're breaking even on a larger planet.  Infrastructure is 90% of the planet's value, not the planet itself.

Consequently, the nerf on siege frigates was both unnecessary and ridiculous.  If anything, they should be buffed (a lot).  Reduce their frequency in single player to compensate.  As has been already stated, it's now more efficient to make capital ships to bomb planets than it is to use siege frigates.  That's clearly a ridiculous situation.

The changes to long range frigates were for the most part alright.  I believe they WERE overpowered, and deserved a nerf.  However, the nerf to illuminators was short-sighted and somewhat ignorant.

There has been too many posts by clueless players claiming illuminators are good.  I have definitively showed multiple times that illuminators are a terrible unit.  And yet, they got nerfed harder than any other unit (with their crystal cost hike).  How is this balancing?  Please don't listen to people when their arguments are:

OMG 30 ILLUMINATORS QQ I QUIT.

I'm not saying to listen to those that scream the loudest.  On the contrary, listen to those that don't scream at all.  I believe that all my points are valid and based on sound reasoning.  If you feel a reason is wrong, please correct me.

Further, none of the points I made are specific to multiplayer or single player.  They are universal.  While I would prefer certain issues fixed, this is not the time nor place to do so.

There are large balance issues AND enjoyment issues that need to be fixed.


I will discuss the issue more in detail if/once the devs get back to me, but I would like for them to hear out the more reasonable and educated members of the community, instead of relying on raw data.

I'm again NOT saying we should only listen to the "elite" or whatever.  If there is a good sound argument for making a change to the benefit of the single player or casual crowd, but all means we should do so.

But if there's a BETTER idea that works for everyone, why not?
60,726 views 29 replies
Reply #1 Top
more repeating of what's already been said, hopefully someone listens to you or innociv, they're certainly not listening to me, at least I got the ball rolling even if people hate me. Glad other people are starting to realize I wasn't just having a kneejerk. Carry on here :|
Reply #2 Top
Bumping, hopefully frogboy or another dev catches this.
Reply #3 Top
Hey hey hey don't put me in the same boat as HuntingX! :p

and hunting, frog already caught mine.. https://forums.sinsofasolarempire.com/304141/page/1
Reply #4 Top
Didn't see it (since it was a 1 line post), I'll be happy if he makes those changes :)
Reply #5 Top
I agree completely with everything said in the OP  :CONGRAT: 

hopefully the devs will pick up on these points.

For Sieges , I remember the day when they were useful , and were enough of a threat to cause distractions , flank the enemy , cause players to split their fleets and such and create some dynamics.

For the Black Market , I tend to hold on to crtl and rapid tap F5 and F6. This is just the way the market rolls atm. I often end up with income on the lines of +65 credit and + 2 crystal , +3 metal. Im just treating my F5 and F6 buttons like piano keys.
Reply #6 Top
I agree with the OP. The game has lost it's appeal to me with the "dumbing down". Racing for maximum credits in a ridiculously realized representation of space has left me with a bad taste for SoSE. It just feels like all the wrong corners were cut when making Sins. It seems the game is riding on a single feature (zooming in an out of tactical and strategic map views). Everything else just feels lacking in one way or another.

Areas where SoSE has failed me:

1. Represent space in a realistic manner. Moons should always exist. A single solar system is not a galaxy. Galaxies have millions of stars. Planets should have orbits that do not collide with one-another. Seriously, if you can not do these things, do not make a space game. Don't try to force it, just make it a non-space game of some type.

2. If the main driving force in a "4X" is credits, then I am officially bored.

3. Have more variety in other elements of the game. Just a handfull of skyboxes do not go very far to help the "exploration" part of 4X. Only 3 types of planets is very boring. Again, only a dozen planetary bonuses do not go very far to help the "exploration" part of 4X.

4. Please do not make a huge bubbly interface. Space fans only want functional graphics on the HUD. No need for the extra fat getting in the way.

5. Where is the environmental variety? No astroid belt to fly/fight through? No gas cloud to slow my travel and or make fighting more difficult? This one requires more brainstorming on my part, but basically, it seems every piece of space is the same.

I do applaud the developers for creating an impression space game engine. Even though I'd like to see more done with it, I must admit the ability to zoom in and out of the map without having to switch to another screen is a big feature. It's just not enough for me.
Reply #7 Top
I hope someone of the devs's team will respond soon to this topic with answers and maybe statement that things will be/will not be changed, because it feels a bit pathetic to repeat the same thing so many times with no response at all.
Reply #8 Top
I would just like to add here - I play with the fleet size set to low on my on-line games and ship build speed set to fast to compensate. This has made for a smother play experience with 1.03. I play V and even though they are week on credits it can still be a fun game.

A bit of tweaking to the black market would go a long way I think perhaps it could just be that there is a low limit on the amount that can be purchased as currently it seems to be unlimited. I think if it were a small regenerating pool this would help a lot.

When they do the AI overhaul in 1.04 they may be able to rebalance siege frigates as they should have a reduced build priority by the AI thus if they were empowered a bit this would not unbalance single-player.

As a note my comments on balance are for multi-player as that is what I enjoy most.
Reply #9 Top
Very good points there, :D
Reply #10 Top
Every day several new posts on balancing SOASE pop up. The debate on how to juggle a balance for single player vs. multiplayer vs. casual gamer vs. competitive gamer rages on and on...

It escapes me why this is a problem... In my opinion, you will never sucessfully balance SOASE for all those targets...

But this game can be modded.. even now, with somewhat limited modding capabilities, the one thing that can be completely controlled are everything described above. Everything related to balance.

Why haven't people created a 'competitive play balance mod' or a 'multiplayer only balance mod' etc, etc...

Why do we have post after post after post 'suggesting' ways to balance this, that, and the other thing? Why do we not instead have mod, after mod, after mod balancing this game precisely as suggested? Then played multiplayer or by whatever group it's designed for.. then tweaked and balanced and playtested, until finally, each group has a near perfect balance for their purposes...

Why are you waiting for the dev's to do the impossible? To balance the game for everything.... it can't be done...

Javaslinger
Reply #11 Top
Why do we have post after post after post 'suggesting' ways to balance this, that, and the other thing? Why do we not instead have mod, after mod, after mod balancing this game precisely as suggested?
End of quote


This is all well and good for single-player but it would be practically impossible to get everyone in a multiplayer setting to use the same mod (unless the developers have officially abandoned the game and community support is more or less all that remains).

If lasting multiplayer is something this game wants to see, there has to be some kind of agreeable baseline. Obviously, agreement is never going to be unanimous but there are always going to be easy-to-spot improvements to capitalize on. The current issues with the market, for example.
Reply #12 Top
I made a mod that balances it out pretty well (not perfectly, but better than 1.03 and 1.02).

But uhh.. mods don't work online unless everyone downloads and enables them.

This is a multiplayer issue. Imbalance doesn't effect single player as much.
Reply #13 Top
I made a mod that balances it out pretty well (not perfectly, but better than 1.03 and 1.02).

But uhh.. mods don't work online unless everyone downloads and enables them.

This is a multiplayer issue. Imbalance doesn't effect single player as much.
And balance for casual and competitive gamers is the same. If it's balanced for competitive players, it's balanced for casual. But if it's only balanced for casual gamers, it's not nessisarily balanced for competitive gamers.(As the competitive gamers find out many more "strategies")

If there is an issue with single player balance, that is very easily modded.
Unless they add online mod file transfers... I don't need to explain this anymore you get the idea. -_-
Reply #14 Top
I'm not familiar with the competitive online SOASE community, but if there is one, it shouldn't be too much trouble to get a consensus mod that is balanced. Perhaps 1-3 mods would be managable.

Is there a community website dedicated to online SOASE play? That would be a good place to organize this sort of thing.

On the other hand, It would be nice if the dev's would release SOASE with basically 2 gameplay options... singleplayer balance or multiplayer balance. I think these 2 things are mutually exclusive. Single player balance would be AI friendly... multiplayer balance would not have that restriction.

But they don't seem to be leaning in that direction....

Javaslinger
Reply #15 Top
it would be easier to create "competitive balance" mods if there was some sort of independent organization or group like TDA in dota, but it seems that there is no large group that would be able to cause everyone to properly load a mod correctly

For my two cents I think monsieur huntingx has some good points.

I also don't understand why illuminators were made worse. Look at the damage chart:

http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=1

It seems to me that an advent player who makes disciples will get roasted by missile frigates, and if he goes illuminators he will still get roasted by missile frigates, because the illuminators do less damage to both than regular long range frigates. What other choice does advent have in a 1v1?
Reply #16 Top
to be honest im a bit sorry i purchased this game.
Like I was sorry I bought galciv2.

not sure why I keep making these mistakes.. these games always have the same type of flaw.. they're too much like playing a spreadsheet.. there's very little game in there, and what there is is repetitive and bland without much interesting flavor/background to it.

these guys just dont have the 'spark' blizzard have. dunno.
Reply #17 Top
answer to my own post: I guess they have to go drone hosts :X
Reply #18 Top
Oh, lightzy... I'm so sorry you wasted your money.. your cry for help has not gone unnoticed.. you insightful comment has been much appreciated...

Now go away...

Javaslinger
Reply #19 Top
Why is it that any time anyone mentions facts about balance, people starting replying with posts using words like 'competitive', 'casual', and 'mod'? Either you think the game is or is not balanced: if it is, go away. If it isn't, then you agree in some extent with the OP. If you agree, saying 'hurr hurr mod' is *admitting failure*. It's basically saying 'the devs can't balance this, you do it', which is pretty offensive.

As I'm sure has been said eight million times in the other threads, 'competitive balance' is a strawman. If you balance the game for multiplayer, it won't somehow break single player. If you think single player or casual play is balanced, how will tweaking this balance in a positive direction affect you? Many replies in these threads seem to be boil down to 'but I like it how it is', implying any balance changes will make it 'worse' in some way - an implication never supported by anything.

I am a casual player, and I don't notice many balance issues that are discussed in these threads. I notice the obvious (seiges sucking, LRMs being good in retail, the market emphasising credits above all) however, and denying they exist simply because I don't take advantage of them would be absurd. I can still read a reasoned post and say 'hey, that's a good point'. I still want them fixed, because it would make the game better. Not more 'elite', not more 'competitive', not more 'multiplayer', but better all round, for everyone.

I guess by agreeing that there are flaws I've become one of the bad 'elite' people who want to ruin single player... somehow.
Reply #20 Top
Excerpt from reply #19 :

I am a casual player [... but] I guess by agreeing that there are flaws I've become one of the bad 'elite' people who want to ruin single player.
End of quote


You're indulging into a facile caricature of the casual/elite debate.

Being a casual player does not require that you renounce all critical rationality and become a servile « fanboy ».

Of course, there are flaws : simply mentioning that does not make you part of a « bad elite ».

The position of most « casual » gamers on this forum is simply that they don't wish that Ironclad & Stardock « balance » the game according to the rigorous norms of a tiny segment of their customer base :

the hyper-competitive power-players (note that I do not use any vulgar insult to qualify them).

This being said ... for sure ... there are flaws in that game.

There are flaws everywhere ...

Sleep well : I know a lot about bad boys ... and you're not one of them.


Reply #21 Top
Either you think the game is or is not balanced: if it is, go away. If it isn't, then you agree in some extent with the OP. If you agree, saying 'hurr hurr mod' is *admitting failure*. It's basically saying 'the devs can't balance this, you do it', which is pretty offensive.As I'm sure has been said eight million times in the other threads, 'competitive balance' is a strawman. If you balance the game for multiplayer, it won't somehow break single player. If you think single player or casual play is balanced, how will tweaking this balance in a positive direction affect you?
End of quote


Inability to balance this game for both single player and multiplayer is a simple fact of logic. You cannot balance this game when played by the AI and at the same time, when played by people.

It is not a flaw of the game or the developers, it is a simple testament to the depth and complexity of the game. And it is why mods are essential, rather than optional.

If you cannot see this, you either not paying attention, ignoring the facts, incredibly stoned, or just dumb...

Javaslinger
Reply #22 Top
Sorry, but only the best players can tell us how to make their strategies harder to imitate and give them weak points that are fun to play with.

Otherwise, the game will be, especially for worse players, an endless repetition of some imitation of a "pro's" most efficient simple tactic. Which sucks, especially against AI, cause they have zero chance to actually learn a counter.
Reply #23 Top
Inability to balance this game for both single player and multiplayer is a simple fact of logic. You cannot balance this game when played by the AI and at the same time, when played by people.
End of quote


Disclaimer: I am a game developer for EA (yes, a hated company...) and I do have to deal with issues like balance and things like that in various games. That said, unit balance is NOT mutually exclusive to good AI. I have no idea where you're getting this from.

The point the devs were making was that they're emphasis is improving the single player experience over the multiplayer experience. BOTH experiences benefit from unit balance. Unit balance does not make the AI weaker. It does NOT limit the possible avenues your game can take; in fact, it only broadens it.

Please stop spreading this false doctrine.
Reply #24 Top
HuntingX has made some very good points here, but it is clear that balancing is different for SP vs MP. This is purely common sense. Another idea that should be common sense is the separate balancing of SP and MP - meaning that each have slightly different balance making each more fun to play. The only drawback to this is that you can't necessarily apply a SP strategy to MP or vice versa. I would argue that this is only of minor concern since many people who play SP rarely play MP and vice versa.

I think 1.03 causes other serious problems with the unit AI (not just the enemy AI). I quite often have stray units hovering on the outside of the gravity well. I am almost always perplexed by the AI's choice of automatic targeting - they seem to target enemies completely at random, often choosing to fly through an enemy formation to attack some minor unit on the other side of the gravity well. These issues are new (to me) with 1.03 and are inexcusable as they have nothing to do with balance changes and should not have gotten past patch testing.

I'm on the fence with this game. Part of me loves it and can see the huge potential of the engine and the unit structure, while another part of me is disgusted with the seemingly obvious flaws that should not be present in the game. The black market/pirates system is just lame. At least that can be disabled. When people complain about the poor economic system they aren't wrong to do so - it needs some serious work. I crave more and more varied units and a deeper tech tree. These are things that I'm sure will come with time and expansion packs, but I wish they were there now!
Reply #25 Top
How come if i play stupidly, shoot my economy in the foot, and waste tons of resources on idiodic things just like the AI does(even the unfair AI) I will lose in multiplayer but people have trouble against these things on singleplayer?

It sounds to me some people need to just be playing on easy.

This SP needing different balance from multiplayer is a horrible arguement.
Even if we had "Unfair AI" in 1.02 with the cheaper siege frigs, i'd still own it. -_- It's NOTHING compared to a player.