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Balancing Evolve After The Beta

January 28, 2015
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News on the results of the Open Beta.  And for those who collect “figures“.

… EVOLVE: What would you say was the biggest surprise to come out of the Evolve Open Beta?

CHRIS ASHTON: How quickly the number of rounds started pouring in. The average game length wound up being almost 10 minutes. So, during the Beta, I was refreshing the telemetry and seeing the number jump by ten thousand rounds at a time. The thought of two million rounds by the end of the Beta is just staggering to me.

EVOLVE: Talking about balance, we were seeing people complaining that Monsters were too overpowered while others were claiming that Hunters were to unbalanced. What did you wind up finding?

CHRIS ASHTON: We expected the balance to be good, but the numbers were closer than we thought. Hunters won the majority of rounds by a 1.5% margin – 51.5% of the time versus Monsters winning 48.5% of the time. That’s crazy-talk in any multiplayer game, much less one that is completely asymmetrical. That validates our process and the team. We couldn’t be happier with those numbers.  …

Hit the jump to see the Infographic.

evolve_betainfo_lg3

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4 Comments
  1. FrenkoFrenik permalink
    January 29, 2015 9:35 am

    Numbers might mean squat later on though, because I think hunters have the biggest learning curve as a team.

    To see that hunters have a slight edge and that the match average is less than 10 minutes. Does not look too good from a Monsters pov.

    As hunters get better as a team, the monster will have a harder time to evolve to stage 3, especially if they get good enough to a point where they can end the match very quickly.

    • January 30, 2015 5:41 am

      But that is the thing, Frenik. Turtle Rock will just keep tweaking the monster if the ratios start to go against him. Also, they can always come up with new modes a la “realism” mode for L4D (or some such thing), to up the difficulty.

      This is why their premium DLC is so outstanding. They can just keep tweaking, putting out new maps, and gametypes, and then when they ask for money for the hunters and monsters, people will be glad to fork over the cash.

  2. January 30, 2015 3:49 am

    I was happy to hear about all the balancing TRS has been doing. Makes you feel safe that they’re going to keep the game as balanced as possible, which is rare nowadays, sadly.

    The companion app is pretty cool, too. It’s like a mix of Bejewled and old school Final Fantasy games. Requires you to strategize what your next move will be.

    Off topic: #idarb is up on the marketplace now for this month’s Games With Gold. Played a few matches (both offline and online) and it is hectic as FUCK. It’s pretty much hockey, basketball, football, and Super Smash Bros. combined! If you’re Twitching the game there’s also hashtag commands viewers can post in chat and it will activate special phases in the game, making it an incredible spectator sport for both hilarity and chaos to ensue. Alternatively you can send a tweet to a specific Twitter account to gain the same effect.

    You can create your own teams with custom players, logo, and even their very own song that plays after you win a match. I probably spent more time in the song creator than anything, lol.

    Here’s the theme I came up with for Team Buttballz

  3. January 30, 2015 5:43 am

    Yes, Grymmie about the balancing. Thanks for the impressions on the iPad game.

    Also, great song! #IDARB looks fantastic, like an outstanding party game a la Rayman Soccer.

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