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The balance problem with battlefront and how to fix it

As I am sure many of you already know, the vast majority of the 40 player games are a stomp fest in one direction or another. You can determine the winner of the match with very good accuracy within the first 2 minutes by looking at the score. Typically there will be a player with double or more the number of eliminations/points as the next highest player on either team, the team with that high point player will win the match.

Why is this? Well it is because the scoring system is designed to produce this result. Basically the first player to hit 4k points will get a hero and that allows them to get more points even faster while slaughtering the enemy team who will in turn find it harder to earn points. It is a positive feedback loop that when combined with the incredibly overpowered heroes produces games that are very one sided.

How to fix this? Step one, cut the number of heroes allowed in a game in half. There really is no need to have 4 force users on the field at a time averaging a 30 kdr. It just makes the game frustrating for everyone else who is getting repeatedly 1 hit by heroes while having absolutely no chance to fight back. I know the original idea was that the heroes will cancel each other out by fighting one another, but that is not what happens. The heroes just kill farm the entire game while ignoring each other making the game frustrating for the other 36 players.

Implementing a 40 player game mode without heroes would be another way to go, but it would be more work and would further split the population.

Step two, implement a progressive battle point system. Depending on your score relative to everyone else's score, you will either find it easier or harder to earn points. Basically the highest scoring player will earn points at a decreased rate, this rate is incremented downwards to the median player who will have no point modifier. The player with the least amount of points will earn points at an increased rate, this is incremented upwards to the median player. Basically its a system designed to push point income towards the center so that the range of point income is smaller. As it stands the team with the player who hits 4k first will have a higher average point count and will tend to run away with the game as they can just outspend the other team.

Frankly it amazes me that this isn't something that has been addressed. This game is well polished, the graphics and gun play are great and clearly a lot of effort went into the game. However it feels like almost no effort was put into balancing the game play, it is baffling.

Replies

  • Balance is an issue but I think it has to do more with 0 matchmaking. As far as I can tell Dice has no stats or rankings kept other than player level. Hard to figure out who should face who if that truly is the case. Would have been nice to see a player’s average KDA and BP considered when assigning players to teams.

    In relation to the suggestions. I personally play BF2 for the sole purpose of getting a hero so I would not like seeing a reduction in heroes allowed. I mainly play GA and hated the events where it was trooper only. I don’t agree either that there is nothing troopers can do against a good player with a hero. I feel creating a non-hero GA/CS mode would also split up the player base so no go there.

    The second suggestion to manipulate BP earned based on how well a player is doing sounds like video game socialism. I would hate to see players limited just because they are higher skilled or players buffed because they suck. I believe things should be kept equal with no one getting any special treatment.
  • What they need to do is go back to BF1 rules and only have 1 hero per side.
    Another idea I had was with 2 heroes is that there needs to be hero levels. When a blaster/Force user hero is picked all other of that class is locked out. To get a third (broken) Hero you have to save up to 8000BP.
    • 4000BP Blaster Heroes
    • 6000BP Force users and Boba Fett
    • 8000BP Anakin, Yoda and Palatine
  • Limitng heroes to 2per side would be nice or system from SWBF 1. But not gonna happen. And....Waiting for hero/villain fanatics attack in 3...2...1.....
  • Attack! Who wants to sit around with over 10k BP and not get to be a hero.
  • Me and many others who want large scale mode without heroes so we could concentrate on objective play and not fighting who gets longest killstreak .
  • bfloo
    16587 posts Member
    The game is matching parties vs randoms, that is why we have steam roll after steam roll.

    It isn't reinforcements or heroes, which provide their own issues.

    I know which team is going to win before they even come out.
    The Knights of Gareth are Eternal

    Pirate of the Knights of Gareth

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  • Make the game more casual then it already is ? No ... The player at the top should be able to amass bp better then the rest... but yes hero spam is a problem ... There should only be 2 active heroes in the game ....
    Also they need to balance the heroes themselves and how bp is amassed but it probably wont happen because this games not meant to be played "competitively"
  • FanaticFoe wrote: »
    As I am sure many of you already know, the vast majority of the 40 player games are a stomp fest in one direction or another. You can determine the winner of the match with very good accuracy within the first 2 minutes by looking at the score. Typically there will be a player with double or more the number of eliminations/points as the next highest player on either team, the team with that high point player will win the match.

    Why is this? Well it is because the scoring system is designed to produce this result. Basically the first player to hit 4k points will get a hero and that allows them to get more points even faster while slaughtering the enemy team who will in turn find it harder to earn points. It is a positive feedback loop that when combined with the incredibly overpowered heroes produces games that are very one sided.

    How to fix this? Step one, cut the number of heroes allowed in a game in half. There really is no need to have 4 force users on the field at a time averaging a 30 kdr. It just makes the game frustrating for everyone else who is getting repeatedly 1 hit by heroes while having absolutely no chance to fight back. I know the original idea was that the heroes will cancel each other out by fighting one another, but that is not what happens. The heroes just kill farm the entire game while ignoring each other making the game frustrating for the other 36 players.

    Implementing a 40 player game mode without heroes would be another way to go, but it would be more work and would further split the population.

    Step two, implement a progressive battle point system. Depending on your score relative to everyone else's score, you will either find it easier or harder to earn points. Basically the highest scoring player will earn points at a decreased rate, this rate is incremented downwards to the median player who will have no point modifier. The player with the least amount of points will earn points at an increased rate, this is incremented upwards to the median player. Basically its a system designed to push point income towards the center so that the range of point income is smaller. As it stands the team with the player who hits 4k first will have a higher average point count and will tend to run away with the game as they can just outspend the other team.

    Frankly it amazes me that this isn't something that has been addressed. This game is well polished, the graphics and gun play are great and clearly a lot of effort went into the game. However it feels like almost no effort was put into balancing the game play, it is baffling.

    Can work! But, however that would only be balancing the players bp rather the teams. Why impelment a team backup system? Heroes would only be called to action if a team is severely losing to another team, rather a team calling on a hero when they are already winning?
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