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Fallen Earth | Official Site
MMORPG | Genre:Sci-Fi | Status:Final  (rel 09/22/09)  | Pub:GamersFirst
PVP:Yes | Distribution:Download | Retail Price:$49.99 | Pay Type:Subscription
Desktop Client | System Req: PC | ESRB:M

Fallen Earth Dev Journals: Greg Roth on Melee vs. Ranged Balance

Today, we ask Icarus Studios' Greg Roth about his philosophies on attempting to balance ranged and melee combat styles in an MMO.

By Guest Writer on November 10, 2009

Today, we continue a new series of articles where we ask a number of different developers from a number of different companies to answer a question about MMORPG design. Today, we ask Fallen Earth's Systems Team Lead Greg Roth about balancing casting and ranged classes against melee classes.

MMO combat suffers from balancing casting vs. melee classes. What methods do you use to balance these two class types?

Using the term "classes" when discussing the player builds of Fallen Earth is misleading, as the AP allocation and knowledge-based system of the game means that each character is constructed to the player's tastes. There are suggested builds, created either by online character profilers or word-of-mouth, but ultimately each player chooses how they wish to mold their alter ego in Fallen Earth.

As a result, we do not have the same set of concerns that another game might have in relation to balancing our mutations and standard combat roles. Each is designed to work in harmony with the other, inasmuch as a player can build themselves to perform them. That is not to say that the balancing act is any less precarious; ensuring that all the moving parts of a classless system work well together has been likened to juggling four running chainsaws.


Other Dev's Answers

As the week progresses, other developers will be asked the same question. If you'd like to see how opinions differ either by individual or by company, please feel free to check them all out:

Monday: AoC's Craig Morrison

The three types of standard combat in Fallen Earth—rifle, pistol and melee combat—each have their balance points. Rifle combat has the not-insignificant advantage of great range, but the penalty that they receive to their melee defensive values means that they should either keep opponents at a distance or be ready to swap weapons on the fly to deal with a maddened enemy wielding a parking meter. A character specialized in melee combat can shred their opponents to ribbons with a skilled, unrelenting assault, but has the challenge of crossing distances to catch up with victims armed with ranged weapons. Pistol-oriented characters sit somewhere in the middle of the spectrum, able to expose targets to a withering hail of bullets and even close-quarters maneuvers. However, their range is not as great as that of a rifleman, and since ammunition is a relatively scarce resource, such behavior quickly becomes expensive.

There are mutations in Fallen Earth as well, which are intended to be supplementary combat and support effects, not as a sole play style. The myriad range of buffs, debuffs and direct damage applied through mutations are a large help in any combat scenario, though many of our players have also demonstrated a masterful ability to triumph without utilizing them to any significant degree. For those that do utilize mutations, combining additional combat abilities naturally creates a more offense-based character, whereas one who opts for support and restorative mutations will have greater staying power in a protracted engagement.

Additionally, because of the shooter aspect of our combat, the power and balance of a particular type of combat is extremely dependent on individual player skill. Weapon type and combat style plays a significant role of course, but for every reported instance of a particular style being inferior, another demonstrates incredibly lethal fluidity.

The process is endless, as any game designer knows. We listen intently to constructive player feedback and are constantly reviewing combat balance every time something changes, no matter how small. Every concern is noted and considered and players can be assured that any time a potential issue crops up in the balance of the game, chances are we also have spotted it and are taking steps to rectify said issue.

More Fallen Earth Features:

Fallen Earth - Video Overview with Ripper X Media added on Wednesday December 07
Fallen Earth - Front-Runner for the Sandbox Crown Review added on Thursday December 01
Fallen Earth - The Free Apocalypse Interview Interview added on Monday October 10

More Dev Journals:

The Secret World - Deck Templates Dev Journal added on Thursday February 09
TERA - Vanguards Lead the Way Dev Journal added on Thursday February 02
Rise of Immortals - Ukkonen - An 'Electrifying' Personality Dev Journal added on Saturday January 21

More Features:

Game Face - Taking On Eternity Vault's Droid XRR-3 Media added on Thursday February 09
The Secret World - Are the Floodgates Opening? Column added on Thursday February 09
The Secret World - Deck Templates Dev Journal added on Thursday February 09
 
 
mrcalhou writes:

It sounds good on paper, but I played the game I found the FPS aspects to be a bit lacking. It felt really awkward to me. I didn't get far in the game, but from what I read on the forums, the game is also lacking in actual balance. Apparantly a melee character speced a certain way is near invincible against ranged players. If they can balance it out and fix the economy and crafting though, I might pick it up during winter break if my class-load isn't too bad for the spring semester.

New Post Quote
11/10/09 6:36:24 PM
 
Khalathwyr writes:

I could see that for some folks. I personally don't have any issues with the FPS style they have. It isn't the "slide and glide" of your standard FPS like CoD or Quake, for sure. That said, I don't have any issues fighting another character of similar AP points used as I do. PvP isn't the solo "I pwnz joo" like in most other MMOs in my opinion. Because it can so easily go either way, you have to factor in various tactics when you fight. Battles aren't going to be long drawn out affairs when looking at 2 small groups battling as far as when they engage each other (they may be drawn out in a sense of people rezzing and coming back to the battle, though).

One thing that's for sure is the combat beast (PvP in particular) will grow and evolve in the game. Personally I think it's a pretty good point from which to mature.

New Post Quote
11/10/09 6:45:07 PM
 
Palebane writes:

I'm confused. Are we talking about PvP balance here?

New Post Quote
11/11/09 12:47:10 AM
 
Scot writes:

I dont see an issue here, you can build an over powered melee guy. Ok AoC had that, loads of games do at launch, it will get fixed. As long as the basic mechanics in combat work, balance will come.

New Post Quote
11/11/09 4:12:24 AM
 
IAmMMO writes:

mutations was a single most worst idea for the theme of this MMO, should have kept it to melee and weapons only instead of mutations as a way to put magic in to this MMO.

New Post Quote
11/11/09 4:29:54 AM
 
Reklaw writes:
Originally posted by mrcalhou

It sounds good on paper, but I played the game I found the FPS aspects to be a bit lacking. It felt really awkward to me. I didn't get far in the game, but from what I read on the forums, the game is also lacking in actual balance. Apparantly a melee character speced a certain way is near invincible against ranged players. If they can balance it out and fix the economy and crafting though, I might pick it up during winter break if my class-load isn't too bad for the spring semester.


 

I HAD....the same feeling as you with the FPS range combat, I actualy thought I was doing allot better with melee, till I got to learn more of the game, knowing how to put my AP in the right places, using the proper weapons/armor, using more range type of weapons, like poisons/disease/bombs/granates etc......, making use of prone or sneak.

It is true that melee is easyer to pick up, but range is atleast for me so much more rewarding, due to the nature how involved you can get playing a ranged profession.

I am not sure what you mean with a fix for the economy, but keep in mind you CAN NOT expect the economy to work flawless the first couple of months, thinking that would mean you either new to this genre or perhaps never played a player driven economy, what people really need is patience and understanding of hte game world. Also not sure what needs to be fixed with crafting, so far not run into any issue/bug with it, though I do read many have problems with things I for now have not encountered, meaning I heard people complain about not able to make Jackets, while I was making them without any issue.

There are some issue's in the game that I do notice, such as falling thru the ground, for example wanted to go into the action house, instead of entering the building I went thru the ground, had to tow my horse in, as my horse was stuck underground, while I could respwn with (unstuck)

But overall it has been a long .......VERY LONG time since I had so much fun in a MMORPG, as for me Fallen Earth gives me that MMORPG fibe I've been missing for many years. But then again I know I am a niche gamer when it comes to MMORPG's, as I like a more world feel instead of a just game feel.

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11/11/09 4:35:33 AM
 
zymurgeist writes:
Originally posted by IAmMMO

mutations was a single most worst idea for the theme of this MMO, should have kept it to melee and weapons only instead of mutations as a way to put magic in to this MMO.


 

Too bland for me. Playing a toon with only as single type of attack and no debuffs or other enhancements is dull. May as well go play a FPS. There are also  "magical" elements in the pure skill lines so really mutations added nothing but welcome variety.

New Post Quote
11/11/09 8:40:36 AM
 
DeViLmAn0 writes:
Originally posted by IAmMMO

mutations was a single most worst idea for the theme of this MMO, should have kept it to melee and weapons only instead of mutations as a way to put magic in to this MMO.

 

It may in fact be FE's version of "magic" but really, i think for the theme and background of the game the concept of "mutations" and the types they have put in game fit very well to the overall theme of the game. At least in my opinion. Besides the mutations arent as near the primary focus of engaging enemies in this game as magic usually ends up being in other games though i know this varies based on game and all, im just making a generalized statement. I do see where you're coming from though.

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11/11/09 1:57:17 PM
 
pojung writes:

I'm with ScaleBane on this. OP didn't clearly state the purpose of the thread and arrive at any sort of crux. I'm lost in what direction I'm supposed to interpret his post.

New Post Quote
11/11/09 10:38:01 PM
 
afoaa writes:

The FPS system works better in PvP than in PvE. In PvE its very difficult to hit a target that moves sideways from you, not so for players, if you have a player in your sight and shoot, you hit and its as smooth as any 1st person game I have played. Engine is optimized for PvP not PvE.

The game also have found the perfect balance between ranged and melee and that is simply the FPS aspect. Once you have to do FPS targeting most of the unbalanced effects of ranged vs. melee in MMOs disappears. Kiting becomes almost impossible if you can only hit a target you have in your sight in front of you.

New Post Quote
11/13/09 3:04:13 AM
 
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