Post: Call of Duty: Black Ops 2 Multiplayer Balancing Can Be “F*cking hard”
10-05-2012, 04:54 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Balancing the multiplayer in a highly popular first-person shooter like Call of Duty: Black Ops 2 can be a challenge, especially when you get down to specific weapons and weapon attachments.

Past Call of Duty titles are judged by their attention to tuning and balance, and not every one has gotten it 100% right. There’s always that one weapon or one perk that stands out as either extremely “overpowered” or severely “underpowered,” as the slang goes these days. Luckily, balancing issues like these can be tweaked through post-launch support, which is already said to be the case for Back Ops 2 this fall.

Treyarch’s senior game designer David Vonderhaar recalls his fair share challenges speaking with OXM.

He mentions, “In Black Ops 2 right now, people are saying that the millimetre wave scanner isn’t strong enough. Again, we’re in alpha, we’re still tuning, that’s important – but if you walk around the emotional reactor, people think the scanner needs to pulse faster. ‘I need to see guys through walls better’.”

Of course, along with processing feedback comes the tricky balancing act of comparing it with hard data. In cases like this, it doesn’t always match up.

Vonderhaar continued, “But the data doesn’t bear that out. That thing is badass and guys that use it are badass with it. There’s always a balance between your emotional and visceral reaction for how something feels, and the truth about how much it helps you or not.”

“I have the fortunate or unfortunate position of being judge, juror and executioner on all those decisions,” he added, “and it puts me in an awkward spot. Because I have to look at people who think very passionately that it should pulse faster, show targets for longer, or maybe it shows them even when they’re moving.”

He concludes, “All these are things we can tweak and tune, and they’re telling me this, and I’m looking at them, saying: ‘I appreciate your feedback young man, but the data shows the truth about this.’ And that’s game design and part of being a game designer, and it’s fucking hard.”
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10-05-2012, 05:11 PM #2
Sweet, I am ready for BO2 to be out already, super PUMPED!!!!!
10-05-2012, 05:42 PM #3
BushyBu
Gym leader
As long as they don't lie like that other tool did.. "No Game Ending Killstreak" and "No Knife Lunge" and when MW3 they were pretty much back.

Its a tough job and you will never make everyone happy, but It seems a lot more people are happy with Black Ops 2 this time around and I do believe it will be good
10-05-2012, 10:21 PM #4
Porter_Justice
Cake is a lie
Balancing is kind of overstated. The discrepancy in skill levels of the COD community has a bigger imbalance.

The guns, perks, tactics aren't the biggest difference makers. It's experience level, reflexes, adjustments as well as being in a party vs solo that makes the difference.

Bu default a class with FAMAS with Ghost is going to be better than a M16 with Lightweight class. However the skill level of the players determine how successful these classes are.

Look at the "issue" of camping. Campers have an increased chance of being successful if thw opposition isn't very good. COD players tend to blame everything else though.

Biggest legit imbalance in COD was probably OMA-Danger Close tubing. I can imagine it is hard to create balance since millions of players play and like different "things.
10-06-2012, 02:51 AM #5
network10
Are you high?
im ready for that release date to hurry up and go by so i can play bo2
10-06-2012, 01:37 PM #6
TL ; DR :fa:
10-08-2012, 09:17 AM #7
FOXHOUND
Do a barrel roll!
Don't worry it wil be easy to play later

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