[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance
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Sat Sep 6 21:44:50 CDT 2014
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Date : 2014/09/06 21:44
User : saru
Edit Summary:
@@ -1,27 +1,41 @@
====== Balance project: ======
- I want to re-implement the balance of combat (spell, grace, melee and missile) and itemisation (closely linked to combat) to create a more accessible and fun feel to fighting in crossfire.
- Whilst re-leveling my character, I have had an opportunity to consider what improvements could be made to the current combat system to make it more fun. I have noted that in many cases some knowledge of combinations of spells and areas makes leveling very quick and painless, beyond what it probably should be. One approach might be to just adjust each area individually on a case by case basis, but, the problem is so widespread in crossfire that it is hard to know where to start.
+ Whilst re-leveling my character, I have had an opportunity to consider what improvements could be made to the current combat system to make it more fun. Items, players and monster must all be balanced to be fun. It is not fun to be conquesting through a map with some challenge to, suddenly, unpredictably find yourself horribly underwpowered and dead. I am not refering to unique challenges and variety in maps such as special boss monsters or artifact items. In planned challenges the map designer is able to provide ample warning in game (or intential lack of warning), which can be a key element in making the game fun. Instead I am referring to the 'generic' monster or weapon from the archetype which have largely been created in an ad hoc fashion based on the needs of map designers. This has resulted in some items and monsters being out of step with player progression. Whilst it is simple to go and adjust each value at a time, at present there is little guidance on what it 'should' be.
+
+
+
===== General approach: =====
- The approach I have in mind is to extend the use of formulas in game for attributes of objects to create balance curves for each property.
+ I want to re-implement the balance of combat (spell, grace, melee and missile) and itemisation (closely linked to combat) by using a constant to measure against. This constant is likely to be player/monster/item level. This would mean that as a players level increases, the power of items increases and the difficulty of monsters increases such that the sum is approximately equal.
+
+ This implies things like:
+
+ A spell user at level 10 should have as much power as a weapon user at level 10
+ Missile weapons should be as powerful as melee weapons
+ 1 type of level 40 monster should be as challenging as another level 40 monster
+
+ I will not be including changes to leveling in this project, however, it might be a good time to confirm that the current leveling speed is 'correct'. That is to say that the rate of leveling matches what is fun and that monster difficulty currently already loosely matches this rate of leveling. The discussion around experience rates is [[dev_todo:exp_table|here]]
+
+ Care must be taken to avoid balance in game feeling like an entirely computational problem or linear in progression. For example, not all level 40 monsters will attack in the same manner and not all level 40 characters will be equally suited to beating certain opponents. Instead I want to try and equate the attributes of various monsters, players and items.
+
+ The approach I have in mind is to extend the use of formulas in game for attributes of objects to create balance curves for each property. From these curves an approximate value of the attribute can be guessed and a formula used to fit items against.
+
I will first pull out archetypes in a systematic fashion on model existing curves for various attributes based on the strength of the item. For example:
as player level increases what is the current relationship between attack speed and attack damage on weapons?
as player/monster level increases what is the current relationship between AC/WC and level?
-
- from these curves an approximate value of the attribute can be guessed and a formula used to fit items against. Care must be taken to avoid balance in game feeling like an entirely computational problem or
-
- Items, players and monster must all be
==== Benefit ====
- * Make it simpler for creation of new content that is balanced
- * Make it clearer for players what sort of content matches their strength
- * Make fighting more intuitive, particularly that information is more accessible during combat such as the effect of attacks on a monster
+ By undertaking this approach I hope that crossfire will be:
+ * Simpler for creation of new content that is balanced
+ * Clearer for players what sort of content matches their strength
+ * more intuitive for new players, particularly that information is more accessible during combat such as the effect of attacks on a monster
* Reduce the number of 'easy' ways to level
==== itemisation ====
Currently items are split largely into 3 piles, general items, items with magical enhancement (+1, +2, of mostrai etc.), artifacts. Whilst this creates a large array of items to choose from, it is very difficult to know without a lot of pocking around, where a suitable level of balance for a new item is. e.g.
+
+ ===armour===
general body armour sits around +1 - +5 AC
magical armour can get up to +9 AC
artifact armour is generally around +5 AC
@@ -78,5 +92,5 @@
|value |7000 |8000 |10000 |15000|
|gen_sp_armour |0 |10 |20 |30|
|item_power |1 |2 |3 |4|
- The priority must be then to confirm that the current leveling speed is 'correct'. That is to say that the rate of leveling matches what is fun and that monster difficulty currently already loosely matches this rate of leveling. The discussion around experience rates is [[dev_todo:exp_table|here]]
+
IP-Address : 59.167.121.117
Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1410055802
New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance
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