The creation of balance to prevent a game from being too easy or too difficult for players. Also applies to competitive balance.

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3
votes
4answers
171 views

How should loot be distributed across dungeon levels?

I am making a dungeon crawler; as the player character adventures down through increasingly difficult floors of a dungeon, they collect more valuable treasure. What is a good algorithm to determine ...
4
votes
1answer
750 views

How do I fairly distribute new powerful cards to players in a collectible card game?

I'm writing a game in which users start with a few cards. They use those cards to play against other players. The winner can steal a card from the other player. The aim is to get ...
5
votes
2answers
170 views

How do I maintain game balance while promoting interaction between dead and alive players? [closed]

How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)? Some background: ...
2
votes
2answers
162 views

How to limit players to low-level content before they advance, if they can't die

I am making a game with the basic RPG elements: levels, xp, items, currency, stats, spells and monsters. The only different thing is that the player doesn't have hitpoints, you can't die. It's a ...
13
votes
7answers
3k views

How can I let new players effectively compete with long-time players?

When new players join my strategy game, they have 3 days of protection from other players attacking them, but that's not enough time to catch up to players who have been playing for longer. How can I ...
37
votes
10answers
7k views

How do Action RPGs make different weapon types feel unique?

I'm getting feedback on my game which has Action RPG elements (think Diablo, Torchlight, etc.) but you control a team of heroes. When you kill enemies sometimes new weapons will drop. In my game the ...
26
votes
8answers
3k views

How can the lategame in a 4X game be made more exciting?

I played a lot of different 4X games lately (eXplore, eXpand, eXploit, eXterminate, like the Civilization series, for example), and noticed that most of them suffer from the same problem: As soon as ...
9
votes
2answers
342 views

Dynamic thruster balancing of space ship

The space ships in my game a meant to be player-built with an arbitrary amount of thrusters attached anywhere with any rotation. I currently have some dirty code to rotate the ship to a given angle ...
2
votes
3answers
213 views

How should I distribute the values of equipment stats when I know the average value?

I am making a Diablo-like game and I want to randomly generate the stats of the loot that gets dropped. I'll use "damage per second" as an example. I've filled a spreadsheet with two columns of ...
-1
votes
2answers
175 views

Methodologies for deciding the number of characters a design should have? [closed]

I need to identify a maximum number of characters in a game so that I can provide a high number of choices without overwhelming the player. How do I determine the optimum set of characters to use in ...
4
votes
2answers
517 views

How to balance hybrid classes?

In RPGs sometimes there will be hybrid-classed characters, ie, characters that can fill the roles of multiple characters. Sometimes they're really weak and useless because despite filling out many ...
8
votes
4answers
376 views

How would I balance a multiplayer competitive game

I'm looking at my first foray into developing a game, and would love to know whether you guys have any thoughts on game balancing on limited multiplayer games. The game I have in mind involves a ...
2
votes
1answer
944 views

How can I scale player/enemy stats to balance the difficulty just right?

I'm creating an old school top-down grid based RPG, where you enter random encounters every few steps. I want to know what kind of systems or guidelines there are for creating the leveling and stats ...
12
votes
5answers
1k views

Practical balance of “chance” video game mechanics

I've been a small games developer and designer for years, and I've recently begun working on more serious design documents for bigger projects. A common theme I'm running in to is imbalance when it ...
3
votes
4answers
552 views

Balancing stats in a monster fighting game (similar to Pokemon battle/stats)

I'm trying to create a game that uses a battle and monster system like Pokemon. I'm using some similar equations that I've modified to fit my desired level/tier system. One thing I'm trying to ...
0
votes
1answer
228 views

How to keep balance / Unlock items / achievement rules

I'm working on an engine for a game, too learn javascript and just because its fun. I'm a flashdeveloper, I know how to build websites. Now making games is a different challenge, javascript is a ...
1
vote
3answers
212 views

How to balance this Pokémon simulator metagame by feedback?

This is a Pokémon simulator where you build a team of 6 pokémon and battle with someone. Unfortunately, some Pokémon are stronger than others and only a few of the hundredth species are practical. I'm ...
2
votes
2answers
158 views

Different methods of ammo resupply

I'm writing a small game at the moment. Presently, I have one or two design elements that aren't locked down yet, and I wanted to ask for input on one of these. For dramatic effect, the player's ...
2
votes
2answers
289 views

Managing the base HP of a game

I'm creating a simple turn-based 2D Tile RPG in JavaScript/jQuery (using HTML5 Canvas) and the hardest part is the formulas. I got the EXP per level down. I have a base level. I'm trying to see what a ...
1
vote
2answers
261 views

What percentage of development time should I spend in balancing? [closed]

As an indie developer, I am inclined to release the game as soon as it is 'finished'. In hindsight, most of my games could have used more balancing. I know that there is no fixed answer to this ...
11
votes
5answers
3k views

How do they made Pokémon games so flawlessly balanced?

I find it hard to believe how well balanced the Pokémon games are. Not just within the games, where you'll find amazing balance from the very beginning to the very end, but, surprisingly, even when ...
8
votes
7answers
641 views

How to create a mathematical mechanism in order for a game to be balanced?

For example, in a game like Diablo, how did they decide how much damage each skill does? Is it the amount of clicks that the player needs to do? Or maybe the expected lifetime of a player? Maybe ...
30
votes
9answers
3k views

Is it possible to calculate or mathematically prove if a game is balanced / fair?

This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them ...
3
votes
1answer
948 views

Stuck on development of turn-based-strategy game

I am developing a turn based political/military strategy game similar to the DOS game Conflict. I have my game design document completed, but I'm having trouble actually putting together the logic of ...
0
votes
2answers
286 views

Need guidelines for quest xp and reward balancing

Where would I look to get guidelines for how much XP and gold/items to give as rewards for quests? The following is the algorithm I'm using to determine the XP needed for each level: /** This starts ...
5
votes
3answers
210 views

What are the different ways to balance an online multiplayer game where user spend different amounts of time online?

Let's consider a game where every player is building his own medieval town. To make this question simple, let's assume that, on this persistent world, some people will play an hour every day (heavy ...
4
votes
2answers
438 views

What is the name of this power or value-oriented gameplay mechanic?

I would like to identify the name of a certain gameplay mechanism. It is fairly commonly seen but probably best illustrated with card games: A game played with a pack of cards usually has card values ...
7
votes
5answers
549 views

Balancing upgraded units vs. non-upgraded ones

The essence of this question is basically this: consider a strategy, RTS or a tower defence game, where you have the choice to build a new unit or to upgrade an existing one. The upgraded unit is ...
2
votes
1answer
227 views

AI controlled monster vs player controlled monster stats

Does anyone know if in a pokemon game does the wild pokemon have the same stats when you catch it as it did in that battle? and to make this a more programming question ... In that type of game ...
20
votes
10answers
4k views

Balancing Player vs. Monsters: Level-Up Curves

I've written a fair number of games that have RPG-like "levelling up," where the player gains experience for killing monsters/enemies, and eventually, reaches a new level, where their stats increase. ...
15
votes
5answers
787 views

How to balance a non-symmetric “extension” based game?

Most strategy games have fixed units and possible behaviours. However, think of a game like Magic The Gathering : each card is a set of rules. Regularly, new sets of card types are created. I ...
20
votes
3answers
697 views

How do you choose the right price of items in your games?

I have a game in which the player earns money for wining races and, then, he can spend that money to unlock new levels or to improve his vehicle. Now, I am choosing the money you earn and the prices ...
4
votes
3answers
298 views

What is the name of the balancing technique that reduces the incremental value of bonuses?

Some games, including Dungeon Crawl (example), use a balancing technique that attempts to prevent certain values (stats, damage, etc.) from being excessively high. The algorithm looks like this: if ...
16
votes
12answers
1k views

Balance in online PvP games

I don't know if there's an accepted solution to this wicked problem. I'm thinking about the design of an online PvP game. A key aspect of the game, something that is just a given, and not my choice, ...
13
votes
6answers
801 views

How is game difficulty tested/balanced?

How is game difficulty typically tested or balanced so that there's a steady progression of difficulty; how do I ensure that no level is too difficult or too easy for its point in the game? Are play ...
18
votes
9answers
998 views

How do/should MMOs handle disconnection during PvP?

In an MMO (not even necessarily an MMORPG) what are some techniques for dealing with players disconnecting in the middle of PvP? In particular - how do you avoid adversely affecting people who get ...
5
votes
4answers
333 views

Balancing a game about gladiatorial robot combat

Suppose a player can construct a robot built from various parts and each part costs money. How would you balance the cost of a weapon against its capabilities? What about balancing weapons against ...