Discerning the true meaning of "OP"
Posted: Fri 09 Jan, 2015 9:06 pm
Bet you all were waiting for this one. Man, it's gonna be good. I hope...
Today I want to discuss the nature of the meaning of OP. OP being an acronym for overpowered of course. Now, obviously lots of people throw OP around very very loosely these days but what I want to address is what very high level players, or just people who are serious about understanding the balance of this game actually mena when they claim something is OP.
So, I admit earlier today I said that ogryns are "so OP" when combined with a LC who has the aura of discipline and sent around to cap the sides of the map. In this instance "OP" simply means very powerful. This is an awful use of the term "OP".
When I talk strictly (that is seriously and not in a jocular/lazy manner as I did above when talking about the ogryn-LC combo) about something being OP what I mean to say is roughly as follows:
When "something" is a race or a hero I mean:
The particular hero/race in question is powerful such that in >57.89473684210526% (I'm being pedantic for the sake of humour there) of the 19 different MUs in which the hero/race may participate the hero/race is distinctly favoured, where favoured is defined as having a greater than 65% chance of winning the MU given equal skill on behalf of the players where skill is defined as being the aggregate of an individuals micro+macro+knowledge of the game+psychological advantages/disadvantages and it itself represents an individuals chances of winning holistically vs any race with a given hero.
When "something" is a unit or a wargear or a ability I mean:
The performance of this unit/wargear/ability is "too good" relative to its cost, tier, time to purchase, the composition of the hero and the race available when buying such a wargear/unit/ability, the level of potential counter-play that the unit/wargear/ability allows for and thus its general reliability and the skill required in order to optimally use such a unit in terms of micro, macro and psychology. "Too good" is representative of causing a change in the chance of winning that is not compensated for in terms of those factors listed above. It is hard to quantity such a compensation as it is innately subjective - the unit/wargear/ability costing more but being hard to micro will be good compensation for some people, but bad for others and so on.
Note also that with the unit/wargear/ability being OP notion, the extent to which the unit/wargear synergises or otherwise combos extremely well with the unit/wargear/ability comes under my consideration of "macro" and therefore is part of the "skill required to use the unit/wargear/ability effectively".
So that's what I mean by OP. What do you guys mean by "X is OP?".
By the way, the Lictor Alpha and the Warlock are definitely OP.
What are the biggest concerns with the way in which I define OP? Should we adopt this definition of "OP" universally for better clarity of thought and progress towards perfect balance or instead should we create a different one/edit this one?
Today I want to discuss the nature of the meaning of OP. OP being an acronym for overpowered of course. Now, obviously lots of people throw OP around very very loosely these days but what I want to address is what very high level players, or just people who are serious about understanding the balance of this game actually mena when they claim something is OP.
So, I admit earlier today I said that ogryns are "so OP" when combined with a LC who has the aura of discipline and sent around to cap the sides of the map. In this instance "OP" simply means very powerful. This is an awful use of the term "OP".
When I talk strictly (that is seriously and not in a jocular/lazy manner as I did above when talking about the ogryn-LC combo) about something being OP what I mean to say is roughly as follows:
When "something" is a race or a hero I mean:
The particular hero/race in question is powerful such that in >57.89473684210526% (I'm being pedantic for the sake of humour there) of the 19 different MUs in which the hero/race may participate the hero/race is distinctly favoured, where favoured is defined as having a greater than 65% chance of winning the MU given equal skill on behalf of the players where skill is defined as being the aggregate of an individuals micro+macro+knowledge of the game+psychological advantages/disadvantages and it itself represents an individuals chances of winning holistically vs any race with a given hero.
When "something" is a unit or a wargear or a ability I mean:
The performance of this unit/wargear/ability is "too good" relative to its cost, tier, time to purchase, the composition of the hero and the race available when buying such a wargear/unit/ability, the level of potential counter-play that the unit/wargear/ability allows for and thus its general reliability and the skill required in order to optimally use such a unit in terms of micro, macro and psychology. "Too good" is representative of causing a change in the chance of winning that is not compensated for in terms of those factors listed above. It is hard to quantity such a compensation as it is innately subjective - the unit/wargear/ability costing more but being hard to micro will be good compensation for some people, but bad for others and so on.
Note also that with the unit/wargear/ability being OP notion, the extent to which the unit/wargear synergises or otherwise combos extremely well with the unit/wargear/ability comes under my consideration of "macro" and therefore is part of the "skill required to use the unit/wargear/ability effectively".
So that's what I mean by OP. What do you guys mean by "X is OP?".
By the way, the Lictor Alpha and the Warlock are definitely OP.
What are the biggest concerns with the way in which I define OP? Should we adopt this definition of "OP" universally for better clarity of thought and progress towards perfect balance or instead should we create a different one/edit this one?


