15 tank players scored a spectacular 7 tank kills, losing 38 tanks and the match in the process!
It's the same as in air combat; "teams" are coined by their 1 to 6 useful players, with all others being little more than decoys that protect the useful players by distracting opponents and keeping them at a distance. The "team" with more of the few useful players wins. In this case it was a hopeless 1 vs. 3 matchup, with 15 and 13 decoys respectively.
This reminds me of a presentation a Blizzard employee (a developer) gave on a conference on massive multiplayer gaming years ago: He admitted that a few per cent of the players will dominate the rest, no matter how the devs balance the PvP.
This fits to the central idea of the Pareto principle, although in 1 vs 1 comparisons a much smaller percentage than 20% stands out as vastly superior in multiplayer gaming.
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