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user:ryo:balance

Spells

  • for each spell, define a base spell, and how parameters like damage, radius, duration are adjusted by level
  • for each parameter type, define modifier words, like small, large, quick, long, strong, weak
  • let the player specify modifiers when casting
  • parameters have a weight, modified by the previous words, those weight define the level repartition between parameters

Example with fireball, level 1 spell:

  • base damage 1, base radius 1, base duration 1 (arbitrary units)
  • damage: 3 per level
  • duration: 1 per 3 levels
  • radius: 1 per level

Thus fireball has 3 adjustement variables.

At level 10 (9 levels over base level), the fireball can be:

modifier damage weight duration weight radius weight damage duration radius
(none) 5 5 5 1 + (9 * (5/15)) * 3 = 10 1 + (9 * (5/15)) * 1/3 = 2 1 + (9 * (5/15)) * 1 = 4
small 5 5 0 1 + (9 * (5/10)) * 3 = 14 1 + (9 * (5/10)) * 1/3 = 2 1 + (9 * (0/15)) * 1 = 1
long 5 9 5 1 + (9 * (5/19)) * 3 = 8 1 + (9 * (9/19)) * 1/3 = 2 1 + (9 * (5/19)) * 1 = 3
longest 5 100 5 1 + (9 * (5/110)) * 3 = 3 1 + (9 * (100/110)) * 1/3 = 4 1 + (9 * (5/110)) * 1 = 1
strong 9 5 5 1 + (9 * (9/19)) * 3 = 14 1 + (9 * (5/19)) * 1/3 = 2 1 + (9 * (5/19)) * 1 = 3
strongest 100 5 5 1 + (9 * (100/110)) * 3 = 26 1 + (9 * (5/110)) * 1/3 = 1 1 + (9 * (5/110)) * 1 = 1
quick strong 9 0 5 1 + (9 * (9/14)) * 3 = 18 1 + (9 * (0/14)) * 1/3 = 1 1 + (9 * (5/14)) * 1 = 4

and so on. Modifiers can be combined (quick strong for instance).

List of modified should be correctly defined (suggestion: 4 modifiers per parameter, weakest / weak / strong / strongest)

Resistances and attacks

  • define exactly what effects the attacktypes have:
    • chaos?
    • magic?
    • cold: slow a monster? make ground slippery?
    • fire: melt armors?
  • define what effect the associated resistance, if it exists, has: reduce effect? reduce damage? cancel effect?
  • decide which attacks apply to arrows: draining? what about spells like transference on arrows?

Monsters and players

  • define player evolution when leveling: how does hp go up? what is the constitution bonus's impact?
  • for dragon players, how do ac go up? wc?
  • what is the expected resistances of a level 5 player? level 10? level 50? level 110?
  • from all that, balance armors and weapons, including item power
    • scale up item power, what about values at 30?
  • define wc for bows and missile weapons
  • define monster leveling up rules: how many hps to gain? what about hp regeneration?
  • define some level 1 monsters, apply the leveling rules to create higher level monsters ; assume eg an archangel is a levelled up cherub, see what happens, adjust
  • specify rules for special attacks: poisoning, confusion or paralysis at low level are more dangerous than mere fire attacks, but at high level they are less dangerous
  • decide maximum reachable resistances: can a player have resistances in all attacks?
  • extract enough code to be able to simulate player vs monster fights ; this should take into account items the monster can have through treasures (if the monster has an ac of 1 but always an armor ac 3 in treasure, then that should count) ; check existing monsters

Maps, items, skills

  • check special items and monsters on maps against the previous rules
  • balance alchemy-like things: what level should one be to make an item? take into account ingredients' difficulty
  • create quests to gain skills, instead of skill scrolls
  • create “big” quests lines, like the royalty in Scorn
  • use quests to introduce the game, the rules, the background story

Random ideas

  • make artifacts on-the-fly archetypes during server load, save them as “real objects” ; this enables changing them and impact the existing ones in-game ; balance artifacts with previous rules
user/ryo/balance.txt · Last modified: 2011/01/02 05:28 (external edit)