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CN Project Balance Strategy Balance Game Play vs. Equivalency Cost Effective Process Simple Balance Tool. Balancing vs. Game Play Balancing Establishing Equivalencies Game Play Providing Interesting Choices Game Play/Balance Relationship Perfect Balance is boring (no choices)
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CN Project Balance Strategy • Balance Game Play vs. Equivalency • Cost Effective Process • Simple Balance Tool
Balancing vs. Game Play • Balancing • Establishing Equivalencies • Game Play • Providing Interesting Choices • Game Play/Balance Relationship • Perfect Balance is boring (no choices) • Flawed Balance is boring (one choice) • Need many correct solutions based on situation
Balance Methods • Mathematical Low Cost Low Overall Fidelity Good for basic elements • Modeling Costly Moderate Overall Fidelity Good for complex elements • Playtest Very Costly Done Right High Overall Fidelity Good for synergetic elements
Layered Approach • Phase 1 Formulas • Phase 2 Mathematical • Phase 3 Modeling • Phase 4 Playtest
Formula Phase • Formula Components • To-Hit Function • Effect Function • Combat Rules • Design Criteria • Numbers are comparable • Universal Figure of Merit • Common methodologies • Mathematically transparent For any two characters armed with weapons of differing cycle rates, damage, different offensive and defensive attributes as well as different levels, what is the exact probability of Character A beating Character B in a straight up fight? • Where • ASum = ((AttributeAttk+EquipAttk +Level)*(1+EnvAttk))+K • DSum = ((AttributeDf+EquipDf + Level)*(1+EnvDf))+C • z = (ASum – DSum)/(*DSum) • Look Up P(z) • IF Random# <= P(z) • Then • “Attacker Success” • Else • “Attacker Fails”
Mathematical Phase • Binomial Tool • Simple 1-on-1 • Victory Impact FoM • Establish Baselines • Formula Constants • Character Attributes • Gear Attributes • Nano Buffs • All levels • All rarity
Binomial Analysis • Used to determine the probability of getting S successes in N rounds given a known Probability Z.
Base Line Phase • Formula Constants • Consolidated Base Line • Primary Base Line • Rarity Base Line
Preliminary Balance Tool • Uses FoM from Binomial • Uses Target Ranges from Base Lines
Model Phase • Model • Simple 1-on-1 combats • Includes Specials (Skills) • Add/change variable values • Ability to generate stat log • Tasks • Verification/Revise • Skill Baseline Progression • Revise Balance Tool
Playtest Phase • Playtest • Establish Modifiers • Character Speed • Finite Use Items • Weapon Range • Mega Attacks • Area Effect Tasks • Verification • FoM modifier • Revise Balance Tool • Vendor Costing
Vendor Costing • Test Sustainability (SK FoM) • VI tests at margins • SK tests for Kills over Time • Model constant stream fights • Evaluate value of Defense • Modify payoff/rewards Tasks • Verification • Cost = f(SK, VI) • Revise Balance Tool for prices • Revise Experience Payoff