Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

The numerical balancing for a mmorpg (or diablo like arpg) is very complex

Discussion in 'Game Design' started by hongwaixuexi, Sep 26, 2019.

  1. hongwaixuexi

    hongwaixuexi

    Joined:
    Dec 11, 2017
    Posts:
    857
    Because many equivalent values are used, for instance, one controll skill can be considered equal 100 damge. The balance sheet is not strictly balanced.
     
  2. Volcanicus

    Volcanicus

    Joined:
    Jan 6, 2018
    Posts:
    169
    I did not? Nash equilibrium is a theory that players are better off not changing their strategies given others' strategies. That has nothing to do with dominant strategies. Dominant strategies imply that instead of doing 90% of anything else, that 10% is all that matters.
    Here's another example: I can do a basic attack or an attack that does 50% of that damage and inflicts burn. As long as the DPS of the first basic attack exceeds adding that other attack, I have no reason to use the second ability.
    This is why in WoW sometimes rotations ignore several spells and abilities. Heck the Warlock's rotation in BC was shadowbolt, shadowbolt, shadowbolt, shadowbolt... ad nauseam. Because no other attack did anything more ever.
    That's what a degenerate or dominant strategy is.

    You stop designing and run a simulation. Then you see what possibilities exist and which ones dominate. If you have, like in WoW, 2 or 3 competitive rotations, let's say PVE, then as long as you're satisfied, that works. However, if the player has only 1 strategy that is the absolute best, then why even bother having combat if the player has to spam the same thing over and over again.
     
    YBtheS likes this.
  3. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    9,836
    You are quickly going to learn that there is nothing hongwaixuexi hates more than actually making something.
     
    YBtheS likes this.
  4. hongwaixuexi

    hongwaixuexi

    Joined:
    Dec 11, 2017
    Posts:
    857
    think big, start small, learn fast
     
  5. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    9,836
    You think big but you lack understanding, you haven't started small as all your game ideas are things that are typically done by entire studios, and you fail to actually learn when anyone actually tells you anything. This has happened over multiple threads.
     
  6. hongwaixuexi

    hongwaixuexi

    Joined:
    Dec 11, 2017
    Posts:
    857
    It's not the truth.
     
  7. hongwaixuexi

    hongwaixuexi

    Joined:
    Dec 11, 2017
    Posts:
    857
    Nash equilibrium is to find the dominant strategy.

    Only one matters.

    equivalent DPS. For instance, the second ability is a control skill and that can stun the enmey, and you have to calculate the potential benefit.

    Using data (in an Excel) for a simulation is more easier.
     
  8. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,220
    Think data, start thread, learn nothing. :p
     
    YBtheS and SparrowGS like this.
  9. hongwaixuexi

    hongwaixuexi

    Joined:
    Dec 11, 2017
    Posts:
    857
    So what you learned last year?
     
  10. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,220
    Becoming a professional game programmer is both simultaneously fun and exhausting.
     
  11. hongwaixuexi

    hongwaixuexi

    Joined:
    Dec 11, 2017
    Posts:
    857
    That's so abstract and emotional.
     
  12. hongwaixuexi

    hongwaixuexi

    Joined:
    Dec 11, 2017
    Posts:
    857
    Do you have experience of RPG game programming?