I have a game that is close to being playable, but I'm almost positive that the game will be unbalenced. I was wondering how some of you in the sc2mapster community test/figure out to balence your games other than just playing it a billion times by yourself.
One thing that might be useful in cutting down the time playing your own map would be a parser of sorts to figure out how much damage total a unit does per second.
Another one is getting dedicated testers to play said map for you, lol.
Depends on the gameplay, which determines the goals for which one balances. Often, content can be balanced by time, where the values are calibrated to achieve a given duration; for given damage output and vitals for a set of players, one can scale the targets' vitals and damage to be defeatable within a desired duration.
More broadly, one should start by modeling (which is to say dump into a spreadsheet) the primary and derivative stats of anything relevant to gameplay, and define functions to describe the relationships between these stats. Over time, gameplay and feedback will help one to refine the model of balance, prompting stat tweaks and changes to their relationship functions.
What I usually use to determine balance is how many hits I want this unit to do to these units and how much life I want this unit to have left over if I want it to survive against such units.
After that, I just use a bit of logic and intuition.
Not sure if it would be of any help to you, but i created a unit balance test tool for a map im working on. So i threw it into a little map and put it on mapster if you want to take a look at it. I dont know if it has to be approved before anyone else can see it or not.
The only realistic way to balance a map is to test it. Tools and formulas can make things faster, but at some point you have to play the full map and check how it turns out - be it by playing it yourself, making a beta or sending it to friends.
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I have a game that is close to being playable, but I'm almost positive that the game will be unbalenced. I was wondering how some of you in the sc2mapster community test/figure out to balence your games other than just playing it a billion times by yourself.
Thanks!
@littlefury916: Go
One thing that might be useful in cutting down the time playing your own map would be a parser of sorts to figure out how much damage total a unit does per second.
Another one is getting dedicated testers to play said map for you, lol.
Depends on the gameplay, which determines the goals for which one balances. Often, content can be balanced by time, where the values are calibrated to achieve a given duration; for given damage output and vitals for a set of players, one can scale the targets' vitals and damage to be defeatable within a desired duration.
More broadly, one should start by modeling (which is to say dump into a spreadsheet) the primary and derivative stats of anything relevant to gameplay, and define functions to describe the relationships between these stats. Over time, gameplay and feedback will help one to refine the model of balance, prompting stat tweaks and changes to their relationship functions.
The Formula on this page:
http://www.sc2mapster.com/forums/resources/tutorials/4614-data-trinity-map-balance-balancing-your-map-with-formulas/ seems to help a bit depending on your needs
It should be easy enough to make a spread sheet calculate the Differences
What I usually use to determine balance is how many hits I want this unit to do to these units and how much life I want this unit to have left over if I want it to survive against such units.
After that, I just use a bit of logic and intuition.
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Not sure if it would be of any help to you, but i created a unit balance test tool for a map im working on. So i threw it into a little map and put it on mapster if you want to take a look at it. I dont know if it has to be approved before anyone else can see it or not.
http://www.sc2mapster.com/assets/unit-balance-test-simulator/
The only realistic way to balance a map is to test it. Tools and formulas can make things faster, but at some point you have to play the full map and check how it turns out - be it by playing it yourself, making a beta or sending it to friends.