HaloSpaceStation / HaloSpaceStation13

The code for Halo: Space Station Evolved 's branch of SS13
https://projectunsc.org/
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[Balance] URF Reputation Balance Issue #2282

Open jeesmies opened 4 years ago

jeesmies commented 4 years ago

Description of issue

Most rounds I have played as URF, it has been impossible to gain the 100 reputation threshold required for purchasing most powerful items from the black market. I can grind missions multiple hours and because of bad reputation payouts on missions compared to length, reputation decay, and bugs that sometimes cause missions to fail even when completed, giving a huge spike of negative reputation, or a bug that seemingly causes a faction to decay into negative, and continuing to lower periodically, essentially locking the faction. My personal record was having -150 reputation with a faction that I had not been able to communicate with since the start of the round.

What this ends up doing is I'll have done missions multiple hours at worst, and the round will end to a restart vote with hundreds of thousands of unusable credits and heavy frustration since reputation is required to purchase almost anything as an insurrectionist.

Difference between expected and actual behavior

Expectation would be that reputation is a system that forces you to focus on 1 or 2 of the 4 available factions, but in reality it's a system that sometimes, seemingly randomly, completely locks you out of being able to gain access to more powerful equipment via bad luck with mission rewards especially combined with the fast rate of reputation decay.

Steps to reproduce

Play URF as an insurrectionist and try your best to gain 100 or even 150 reputation to gain access to the most powerful gear your faction can. You'll most likely fail completely on most rounds.

Specific information for locating

Length of time in which bug has been known to occur

At least since I started actively playing at the start of 2020.

Client version, Server revision & Game ID

See above, every round, client and server version I've played as an insurrectionist in the last 3 months.

Issue bingo

Please check whatever applies. More checkboxes checked increase your chances of the issue being looked at sooner.

AFTERWORD

Personally, I would suggest making reputation not decay, but reduce reputation rewards. Maybe even make reputation not lower from abandoning missions to allow re-rolling missions and prevent losing reputation to a bugged mission objective, which could be counteracted by reducing reputation rewards further.

caelaislinn commented 4 years ago

Fixing the issues with the missions is fairly high on my todo list, along with rebalancing the revolution gamemode, phases and objectives.

I'v had discussions with players, and it's possible that some of the bugs are a misunderstanding of how the rep system works as it can be unintuitive. To help compensate that, I'm probably going to remove reputation decay and reduce rep loss for a failed mission.

If faction rep is in the negatives, it should always decay towards 0 unless another mission fails, so that sounds like a bug.

The credits in the account should be spendable on ordinary cargo items. So even with factions locked there should be some basic gear to spend it on.

Also, we discussed locking out other faction gear once you get to the final rep tier but in the end decided that time should be the limiting factor, so based on expected mission duration, players should only be able to max out rep or 1 or 2 factions in a 2.5 hour round.

jeesmies commented 4 years ago

Fixing the issues with the missions is fairly high on my todo list, along with rebalancing the revolution gamemode, phases and objectives.

I'v had discussions with players, and it's possible that some of the bugs are a misunderstanding of how the rep system works as it can be unintuitive. To help compensate that, I'm probably going to remove reputation decay and reduce rep loss for a failed mission.

If faction rep is in the negatives, it should always decay towards 0 unless another mission fails, so that sounds like a bug.

The credits in the account should be spendable on ordinary cargo items. So even with factions locked there should be some basic gear to spend it on.

Also, we discussed locking out other faction gear once you get to the final rep tier but in the end decided that time should be the limiting factor, so based on expected mission duration, players should only be able to max out rep or 1 or 2 factions in a 2.5 hour round.

Very good to hear that this is something that's being worked on, since I think URF has the potential to be a very interesting faction, with the potential to bust down the door with advanced gear in the late game, especially in modes where all 3 factions are active.

Thanks a lot for the quick response and rundown of future plans for the faction.