My final position on "balance."

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Petrus

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Jul 29, 2019
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This was an answer to a question in a recent IC2 thread; which, had I answered it there, would have been buried. It is also truthfully about a much more general topic; that of balance as a whole.

This post has allowed me to clarify a lot of things, and figure out how I really feel where balance is concerned. I've realised that I'm not completely against it, no; but I am mostly. I've tried to be civil here, and I think I've largely succeeded; but this is a topic that I am passionate about.

Is anyone able to explain what "difficulty" would mean in the context of tech mods? What would make something harder than something else? Does anyone have any good examples? When answering this question, try also to explain why you picked the mods you picked.

The archetypical advocate of "balance," (or arbitrary difficulty) usually seems to me, to be someone who doesn't realise that if he is able to get through all of the content he can find within the first week, it's probably a sign that he should put Minecraft down for a while, and go and do something else.

As a result, said people loudly and ceaselessly demand that various tasks within said mods, be made to take 2-3 times longer than they need to be, on an entirely arbitrary basis, in order to stave off the inevitable point at which they will once again be forced to define their own objectives, rather than having the developer of the mod in question do it for them.

Contrary to how the above sounds, I do not advocate a complete lack of balancing mechanics. I do, however, feel that they should not be arbitrary, or exist purely due to the reflexive assumption that everything should be more difficult, purely for its' own sake. Again, if you need things to be more difficult within Minecraft in order to prevent yourself from having nothing to do, then please, seriously stop and reconsider what you are doing in this game.

The Dartcraft Wrench, is a good example which comes to mind here. It offers a sufficiently valuable function to me, that it would feel wrong if it did not require some sort of energy source. The system with the Force gems and running them through the Squeezer to get liquid Force, is a good fit in my opinion. You don't need to do anything overly tedious, but you do need to do something which allows for an acknowledgement that a trade is taking place. You're doing a bit of work in order to get something of equivalent value.

On the other hand, the people who are insisting that there needs to be some sort of drawback to turning into a bat in Morph, in my mind do not have a legitimate argument. I have the Infernal Mobs and Hardcore Ender Expansion mods installed. This means that I have fought a couple of mobs whose passive health regeneration is at the same rate which the player has on Peaceful difficulty. Having fuel-less flight in that type of context, does not give me a proverbial automatic "I Win," button at all. It gives me a fair degree of dexterity and evasion, yes; but given that most of these mobs also have powerful damage over time attacks, one hit from them is often all it takes, for me to keep dying after I fly outside of their melee range.

This is why (for the MOST part) I am not an advocate of "balance."

a} Difficulty to me comes primarily from mob combat. I really haven't seen any mechanic added to an engineering mod yet, which was supposed to offer satisfying difficulty, which for me actually has. An extra step involving an iron hammer or tin snips, for making a machine block in IC2 is not challenge; it is tedium and inconvenience. The two are entirely different things. Likewise for adding an extra 100-500 (or whatever) MJ to the power equivalent for a machine. It's not challenging, it's boring; because likely all it means is that I will need to make one or two extra repetitive iterations of what I've been doing already.

I am not concerned about balance where combat difficulty is concerned, either. If I install DrZhark's Mo'Creatures mod, then I will also install Balkon's Weapon Mod, but Balkon's does not make me invincible. Against a lot of the monsters in Mo'Creatures, I will still die often, and very quickly. What Balkon's does in that context is give me slightly more of a chance than the vanilla weapons do, and also allows for a greater degree of choice where tactics are concerned.

So I will go and install the hardest mob combat mods than I can find, and then install the most seemingly OP weapon and aspect mods (such as Morph) that I can find, and experience World War 3 in Minecraft. It will still be hard, and I will still die constantly, even with all those weapon mods. But it will be EPIC. Give me Morph, and free Bat Form, and a +7 damage Claymore from Tinker's Construct which is made out of Vyroxeres from Metallurgy 3; but then give me so many heatscar spiders that they are all jumping on me, to the point where I can hardly fly anyway. Give me Endermen with 150 hit points, dot attacks and passive regen, like I have right now. That is balance, just as much as nerfing everything is.

b} To the extent that I do find engineering mods satisfying, it is when I am given a sufficiently large pile of primarily generic blocks, (which is what Red Power 2 in particular did) and am then able to assemble them in entirely my own manner. I do not like "magic blocks" which are more about what the programmer has written, than about what the player needs to do; and for the same reason, I tend not to like pre-defined multiblocks such as Forestry's farms, either.

Granted, multiblocks are definitely an incremental improvement over the single white block design, but that is truthfully only the case because the fact that I need to lay them out, allows me to feel as though I'm having some sort of involvement in the process. If King Lemming writes the code for a Pulverizer block, or Alblaka writes the code for a Macerator block, and all I do is put that one block down in the world and attach a wire and some pipes to it, then what have I really done? How much involvement in that process do I, as a player, really have? This is not to say that I am ungrateful for these mods; but this was one of FlowerChild's main points with Better than Wolves, and in my opinion it is a valid one.

On the engineering front, I want to see a revival of mods like ToggleBlocks, Neph's Missing Blocks, and Pfaeff's Allocator. From that point of view, Steve's Factory Manager is great, because it allows for the sort of modular design I'm talking about.

c} I particularly can not stand developers and users who insist that I can only do things in rigidly defined, stereotyped ways. That is the opposite of the reason why I play this game.

If Greg is making a total conversion, and he expressly stipulates it as such, then that I can tolerate. FlowerChild stated that up front, and I could respect that, because I had informed consent about whether or not I was going to enter an environment which he completely controlled. Greg, however, did not (at least initially) create a TC. He created a standalone mod, and then attempted to dictate interactions with other mods from there.

This is the other central problem that I have with balance advocates.

Balance advocates hate freedom.

You do not want self-determination for yourselves, but you also do not want it for anyone else, either. I never hear about a balance advocate suggesting that a config option should exist for a mod, where they can nerf things in their own way as much as they like, whereas everyone else can do their own thing. They don't say that, because that is not how they think. They want to destroy freedom in this game, for everyone. It's not enough for Greg as a developer, to write his mod the way he wants. He has to try and make sure that he has complete control over how everyone else plays, as well.

The real question for balance advocates then, more than anything else is:- Who died and made you God? On what basis do you claim the right to decide how I, as another person, play this game?

I know I will get the usual canned response here about "modders' rights." Fine. Here's my response to that.

If mod developers want to start dictating balance terms to that degree, then I think it really is time that we start introducing contracts, which come with the distribution files for every mod whose author feels that way. I would, of course, consider that extremely regrettable, and I think it would also demonstrate just how pathological and mean-spirited a lot of people on both the modding and playing sides of the fence in this community really are; but at the end of the day, it would be a solution to the problem. If mod developers (to say nothing of a lot of other players) really want to so completely control what I'm allowed to do in the game, then the least they can do is give me clear terms, so that I am able to make an informed choice.
 
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Golrith

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Funny, I've just posted a form of answer on that topic.

But, I do care about balance, WITHIN the modpack that a mod finds itself. If mod A adds a component that requires a machine system to build, while mod B adds a similar component that can be crafted in a normal wooden crafting table, then if Mod B (or C) decides to add that as an oredictonary component, then it makes Mod A pointless.
That's what I care about, and where possible try and find some middle ground via configs or other mods.

In other mod packs, not a lot that I personally can do about it, apart from suggesting that the perceived imbalance/inconsistancy be configurable in that mods config file.


Tech Mod pack users shouldn't be afraid of having to craft multiple machines to craft something, but if there's something within that pack that can shortcut a more technical solution, that defeats the point of the tech pack.


As to Who died and made you God? Well, if you are playing on my server with my mod pack that I've spent ages compiling, testing, then those players made me god. Otherwise, no one.


End of the day, everyone is different, so you can't satisfy everyone. A good Config file can usually sort that out and make a mod appeal to a wider audience.
 

Petrus

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Jul 29, 2019
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Funny, I've just posted a form of answer on that topic.
As to Who died and made you God? Well, if you are playing on my server with my mod pack that I've spent ages compiling, testing, then those players made me god. Otherwise, no one.

Which is why a} I never play SMP, and b} I assemble mod packs myself. I acknowledge, however, that I should really take the final step and learn Java.
 

IDave_the_Rave

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Jul 29, 2019
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I think part of the difficulty with balancing mods in Minecraft is that it is often played in single player, and even when it isn't, usually players are working together. If everyone had to play it with others and it was in some way competitive then mod authors would have to make sure that no single player or group of players have a huge advantage over the others. The one point at which I suppose it shouldn't be balanced for is when an advantage comes from more skill or familiarity with the mod or game.

As far as balancing Minecraft goes though, I think that penalising players for various things is one way to achieve it. For example, in vanilla if you use a piece of coal to smelt 5 iron ore, you're penalised in that the furnace doesn't wait for you to put 3 more items in before it burns the rest of that coal, so you're not going to be able to use the coal to its full potential. I believe Buildcraft used to do something similar in that regardless of whether your machines had work to do or not, the engines connected to your power network would continue to run. This encourages players to pay attention to how much energy they need for the task they're doing. Unfortunately because of the nature of Minecraft, players will eventually get to a point where they to do not need to pay attention to the number of resources they're wasting because they have so many anyway. This problem is only made worse by tech mods though (usually). A lot of people like to play with tech mods because the idea of being able to create huge factories that produce every resource imaginable is appealing. I won't deny that that is what attracted me to FTB.

As for the whole Gregtech thing, I don't really want to argue that either way is the correct way to play. But I will say that I prefer to play with Gregtech because for me the idea of not being able to have everything set up within the first week or so of creating a world is something that also appeals to me. I like to play as efficiently as I can tell is possible (especially in early game) and I find that Gregtech often makes it more difficult to actually tell what the most efficient route to my end goal is. Of course I could sit there and plan each stage of my progression before even creating the world, but that isn't something that appeals to me, and I find that I end up wasting more of my resources as a result. In a way I penalise myself because I realise that I'm doing something in the wrong order (i.e. it would've been faster to do it in another order).
 

Siro

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Jul 29, 2019
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But... why would one download my mod if one didn't think it was balanced?
 

Eyamaz

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Well, this really sparks my attention. I've been making modpacks since 1.2.5 (and it's easier every version) primarily for myself and my friends (and extended friends, and extended friends.) I did not do my first public pack till 1.5, but the subject of "balance" is often enough seen as misconstrued by most players.
Balance simply means mod A, mod B, and mod C "play well" together. Aka a player would spend an equal amount of time to reach a similar point in any of the mods. This includes starting in mod A and moving to mod C in the middle somewhere, or vise versa.
If mod C could be completed in half the time of mod B by starting with mod A, then there is an issue with balance. Typically, I resolve this by configs, or requesting a config from a mod author (or even just a change in code, if they choose to go that route.) I also use other tools at my disposal to fix things, like minetweaker.
As far as the depth of time it should take you to get from point A to B in a mod, that's completely subjective and only two people affect that in reality: the mod author and the modpack designer. As much as it sounds dickish, the player doesn't decide this. Inb4 the flame, read on.
As both an aspiring mod author, and a long time modpack maker, I listen to players. However, this can only go so far in any sort of dev environment. You can't please every user, so you have to sacrifice something. Whether that sacrifice is a part of the player base, a feature from your mod, or pulling an entire mod from a pack. No matter what you feel the heat, but if even just a few people enjoy the product, then you did it right.
I, for one, prefer packs like @Jadedcat Magic Farm, or my Blood N Bones pack. The shear amount of work that goes into the creation of coesive themed packs like those just appeals to me more than others.
 

MoosyDoosy

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Jul 29, 2019
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I agree with your point that some things like the IC2 hammer and cutter should not be added in order to add the tedium. However, some machines, like the Replicator from IC2 should require more energy than your standard Macerator or Compressor. And of course, you can just go through the ultimate tedium of setting up more Geothermal Generators, but you can also make a multiblock structure like a Steam Turbine in order to supply your energy needs. I would say that it isn't the mod's fault that one is forced to go through this ultimate tedium. It's yourself. You can go through different routes to supply your energy needs. This is why I don't understand the thread discussing whether or not RF is boring.
And also, when talking about your argument about the bat Morph. lmao bro, bat morph is op as hell. You say that using a bat Morph gives you the dexterity needed to stay alive against all these hardcore mob mods. Then what about the rest of us? I am currently playing the Monster pack with all of the mob mods downloaded and yet I manage to survive a Nether encounter and manage to live my everyday life without using the morph mod. Rather, all these mobs are making me invest in Modular Powersuits or some other powerful set of armor in order to better survive and take on these challenges and give me the dexterity and agility to survive. And the reason why Morph is too powerful is because killing a bat essentially allows you to skip making an early game Jetpack or making a suit of armor. What the Morph mod essentially does is make it unnecessary to invest the time in all these mods. And say you have all these crazy mob mods installed and you need Morph installed. Are you suggesting that the Morph mod stay as it is and give a player who is not using all these crazy mob mods the power of creative flight? Are you trying to say that just for you the Morph mod should stay as it is? Are you telling me that you, an un-advocate for balance is taking away my freedom? Who died and made Petrus you god?
Talking about config options. Sure, config options should be left alone. They're what make mods so great, you being able to change things to tailor to your own tastes. But as a pro-balance person, I believe that say, for example, the Morph mod should be changed so that the bat Morph is penalized, but a config option could remain so that someone like you could remain playing as you have been up until now.

Balance should be the top priority of every mod. But config options for others should remain.
 

Mevansuto

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Which is why... I never play SMP

This genuinely makes me sad. It's so lonely in single player and everything seems a lot less entertaining. When you're having a laugh with your mates you tend to care a lot less about things like balance. Sorry for straight up critiquing your play style.
 

Golrith

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Single Player balance is also totally different from multi-player. The world continues to do stuff while you are not online, which can make things "easier". Log on each day, have your resources replenished, spend them building something, log off, repeat. In Single player you have to build more systems to gather the equivalent amount of resources in the time you are actually playing.
In my first 1.2.5 single player game, I had up to 5 quarries running, and due to the limited time I have, those quarries took 1-2 weeks to hit bedrock. On a server, just the one has been enough.
 

Omicron

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This is the other central problem that I have with balance advocates.

Balance advocates hate freedom.

You do not want self-determination for yourselves, but you also do not want it for anyone else, either. I never hear about a balance advocate suggesting that a config option should exist for a mod, where they can nerf things in their own way as much as they like, whereas everyone else can do their own thing. They don't say that, because that is not how they think. They want to destroy freedom in this game, for everyone. It's not enough for Greg as a developer, to write his mod the way he wants. He has to try and make sure that he has complete control over how everyone else plays, as well.

The real question for balance advocates then, more than anything else is:- Who died and made you God? On what basis do you claim the right to decide how I, as another person, play this game?

I am a so-called "balance advocate", by your definition. I obsess over adjusting meaningless things in config files. I judge and choose mods based on my own understanding of difficulty, sense of progression and cross-mod interaction. I have a very clear opinion of what should and should not be allowed to be done within a Minecraft world.

But here's the thing:

I do not hate freedom. I am grateful that I have the freedom to limit myself in order to challenge myself. Self-determination is in anything and everything I do; I determine for myself the experience I wish to have within Minecraft. And the experience I seek changes and evolves over time and/or based on my current mood. I have played vanilla Minecraft since early beta, and modded since 1.2; I have experienced pretty much every playstyle, all the way from complete freeform down to the completely stratified progression of GregTech.

When I complain that I consider a mod unbalanced, then it's because a.) it does not mesh with the experience I currently seek, and more importantly, does not allow me to fix that myself via config files; or b.) blatantly ignores issues it causes in the presence of other mods. If it wants to exist only for itself, that's fine; but then it needs to accept the stamp of "unbalanced" in a multi-mod environment because it was quite literally never balanced with that in mind. And FTB is by its very definition a multi-mod environment.

However, it in no way, shape or form my personal rating of mod balance involves me trying to dictate to other players how they play the game. I most certainly have never told you anything to that end. I have not destroyed your freedom, or anyone else's freedom, or even my own, and neither do I want to. I have absolutely no issues with the way you play; if I want to play in a different way, then I go play in a different way.

And in response to you asking who made me God - let me instead ask you this: Who do you think you are, random person on the internet, to call me names, toss me into categories with your blanket stereotypes? In the exact same post in which you make a list of things you think should and should not exist in modded Minecraft, the very thing you deride the so-called "balanced advocates" for? Why do you insult the way I choose to play at the same time you demand to be allowed to choose yours unmolested?

I'll tell you who made me God: I did. I am the God of my own experience. It is the ultimate form of self-determination, in which every moment of my gameplay time is spend doing exactly what I wish to be doing. And I can do so without arguing about which mod developer should go die in a fire. Can you?

Your passion for the topic in all honors, but I really think you need to take a good, hard look at your argumentation. And you really need to stop generalizing and stereotyping. Because honestly, the entire last third of your post is basically a big, flowery way of stating "I really do not like GregTech and I feel personally insulted that Greg is alive on the same planet as myself". In which case, please leave those of us out of your crusade that did nothing to deserve it.