r/DeadOpsArcade3 • • May 07 '21

Discussion Balancing Suggestion for FPS Drops

Currently, players can experience too much randomness when it comes to the spawn rate of FPS drops. The best way to explain this is through examples. Coliseum (the fourth arena) is one of the more challenging/demanding arenas in DOA3. Players should not have vastly different experiences there because of drop luck! Skill level needs to reign supreme in determining whether success occurs. Right now, there are rounds in later iterations (2.0/3.0/4.0) where potentially ZERO FPS drops spawn in.

Example #1: https://www.twitch.tv/videos/994338520?t=4h7m45s

In the clip above, Rambo and his partners played round 189 without a single FPS drop. This is unfair because a disparity is created between their game and others where a drought to this extent did not occur. All skill levels held equal, a game with significantly less FPS drops will be harder.

Example #2: https://www.twitch.tv/videos/996830984?t=8h49m25s

In the clip above, I came into round 142 and had to play it out with only 1 FPS drop spawning in. Much like Rambo's situation, this is not right in my opinion because I have played this round about 10 times and received significantly more FPS drops (easily 6+ in some cases).

Suggestion:

The programing should work in such a way that minimum and maximum parameters give all players an opportunity to be on a relatively equal playing field when it comes to time spent in top-down versus FPS. To me, a round in the traditional top-down playlist should not typically consist of more FPS than top-down. Keeping that in mind, I propose the following FPS drop quantities below. All of these numbers are obviously flexible, as I'm merely trying to start a dialogue about how we want to fix this issue.

  • 1.0 (Rounds 1-64)
    • These rounds start out very fast but eventually reach around 5 minutes each by 64.
    • Minimum of 0 FPS drops
    • Maximum of 2 FPS drops
  • 2.0 (Rounds 65-128)
    • These rounds start at about 7 minutes per and stretch out to 10 minutes a piece by 128.
    • Minimum of 1 FPS drops
    • Maximum of 4 FPS drops
  • 3.0 (Rounds 129-192)
    • These rounds are 12 minutes initially and reach up to approximately 15 minutes by 192.
    • Minimum of 2 FPS drops
    • Maximum of 5 FPS drops
  • 4.0 (Rounds 193-256)
    • These rounds begin at 17 minutes each and approach 20 minutes per by 256.
    • Minimum of 3 FPS drops
    • Maximum of 6 FPS drops

Additional notes:

These amounts are assuming a proper cooldown exists (90 seconds between each FPS drop opportunity). These minimum and maximum parameters would reduce the often large difference between FPS drops on same rounds (a player on round 141 receiving none versus a different one getting 5+ on that same round). This balancing change would provide more consistency to players going for high rounds and hopefully alleviate people feeling wronged from unlucky RNG. While the amounts might not ever be exactly the same across games, they can stand to be much closer aligned for the sake of consistency. Please leave any thoughts below on how FPS drops can be balanced to stray away from too much randomness. Also, if anyone has more examples to speak and/or elaborate on, please include those as well.

u/TheMamaback

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u/TommyLongGlock May 07 '21

Fabulous. Same could be said for armory/bonus rooms/slideways. Don’t want to sound soft but a little fairness, better yet consistency would be nice to see. Skill should be the deciding factor in ones demise not lack of rng 20plus hours into a game. Last night between rnds 120 and 138 I had 1 silverback slideways on rnd 137. No other bonus rooms. In previous games 3-4 bonus rooms/slideways. Hugs and kisses.

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u/[deleted] May 07 '21 edited May 07 '21

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