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Questions tagged [balance]

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

9
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5answers
409 views

How can I reward dungeon masters that take risks?

I am working on a MORPG project featuring essentially two major roles: adventurers and dungeon masters. My concern is about balancing the two roles. For those who have heard of it, the principle is ...
3
votes
1answer
56 views

Stretching limited graphic assets in a loot based game

I’m creating a game with a fairly simple gameplay. The battle will be similar to rock, paper, scissors but with stat components where your choice combined with your stats determines the winner. It ...
8
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3answers
679 views

What makes a good tech tree?

In strategy/simulation games there are often tech/research trees which allow players research new abilities/options, improve existing options and decease negative effects. Some games seem to follow ...
58
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14answers
17k views

Why do some games persistently have mostly one viable strategy, while others can have many?

The interesting thing in League of Legends is the existence of the "meta", which, for the purpose of this question, can be defined as the One Strategy That Rules Them All. The meta shifts between ...
1
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0answers
32 views

Handling different screen sizes in multiplayer games

sorry if this has been asked already. I did some checking around and couldn't find any helpful advice. I'm developing my first multiplayer game, and it'll be fullscreen when run. My issue is, how do ...
5
votes
5answers
243 views

How can I solve the problem of attacking being disadvantageous in TBS due to entering the range of enemy attacks?

I noticed this thing in Age of Wonders I some time ago, but I can imagine this problem popping up in any other game system where units with equal attack range spend their move points on either moving ...
3
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4answers
378 views

Is there any specific reasons to include clearly inferior options in a game?

Games contain inferior options A lot of games that I have played contain some optimal options and some clearly inferior ones. Sometimes, like in Heroes of Might&Magic IV, it could happen due to ...
2
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1answer
255 views

Should competitive multiplayer games be pusposefully inbalanced so they don't get boring?

I've had a discussion on the internet about game balancement. Actually, this was a Pokemon fansite, and the discussion started from a simple observation that some pokemon are OP while others are ...
3
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1answer
316 views

How can I encourage population balance between two factions?

I'm making a game in which players must choose between two factions after reaching a certain level. PvP and PvE are not influenced by this choice as it's mostly for role play and the sense of ...
1
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2answers
571 views

How to prevent unbalanced population in MMO game factions?

In games such as World of Warcraft, the imbalance between factions is often a matter of controversy. To compensate, WoW applied the Tenacity buff to the outnumbered faction to balance PvP. However, ...
10
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1answer
497 views

balancing a building game

I'm working on a building game (the usual, build house X to produce resource A, which then lets you build house Y...) and I am now in the stage of balancing the various resource needs and productions. ...
42
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12answers
18k views

Level playing field: Punish the better player or enhance the worse player?

I am making a 1 vs 1 game where each player controls a car with an identical joystick. The objective for the players is to reach a goal destination before the other player. The players of the game ...
1
vote
3answers
85 views

How to calculate a moving bonus limit

I'm trying to set a realistic limit on the number of bonus objects that randomly show up during a wave of enemies in my game. With each new wave I increase the number of enemies. During each wave I ...
1
vote
0answers
104 views

Point System For Answering Categorized Questions

We are currently developing a gamified e-learning website. The website will have a point system where the users can gain points by doing either asking or posting questions. Questions are grouped by ...
121
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20answers
43k views

Is it unethical to make a game AI that is secretly non-competitive?

In several games the AI is designed to give the player an easy time without their knowledge. This can be having a 0% chance to hit the first time you appear, enemy letting you sneak up on them by not ...
1
vote
2answers
334 views

Balance an RTS to make a unit twice as good

I am modifying an RTS game (Rise of Nations) and want to make a unit twice as good and expensive as it's previous version so the balance is unaffected. When I try to do it, I assumed that if I ...
3
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2answers
571 views

How to achieve “Perfect Imbalance”

I've heard the term "perfect imbalance" thrown around a lot, which seems to imply that it is okay for different game options to be strictly superior to others as long as the 'better' options require ...
6
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3answers
331 views

How do developers balance games despite massive skillgaps from their players?

My question regards properly balancing games with a high skill ceiling; one unattainable by the developer himself. For example, Halo is a game with a low skill-ceiling. Master Chief has limited ...
5
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1answer
274 views

Score balancing and progression limitation based on stars

Introduction I'm creating a game where the player can obtain 1 to 3 stars for each level based on the score it gets (based on the completion time). The levels are grouped in "worlds" each of which is ...
1
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0answers
172 views

Board-Game RPG Combat System

I am currently working on creating a board-game together with some friends of mine. The game is focussed on gathering resources around the map and buying stronger items with the money you can get by ...
6
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3answers
455 views

RTS Balancing for Units with Different Costs

I am creating a space-based RTS. So far, we have three units: Fighters (cost 5 resources) Interceptors (cost 20) Rocket Ships (cost 40). I've designed this game in a Rock-Paper-Scissors format (...
67
votes
15answers
12k views

How might I eliminate asymmetrical gameplay caused by turn order?

I'm designing a turn based game in which players profit from buying, transporting, and selling resources. Each turn, the map has to produce a certain number of resources and different locations, and ...
1
vote
3answers
457 views

How to avoid player base schisms created by levelling gaps in MMO games?

In WoW, players are split into strata (Pvp Tiers) 10-20 / 20-30 / 40-50 / 50-60... This causes the playerbase to split. It creates a rift, players of uneven levels cannot be matched together for ...
0
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1answer
51 views

Method for Modifying Numbers based on Attributes in a Game [duplicate]

A game that I'm working on in Unity has a diverse set of spells. The player character and NPCs all use an attributes which modify these spells in different ways. Our design is very fluid and the ...
3
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1answer
144 views

Keeping balance between widely different character classes

So I've been theory-crafting an idea for a game I think would be interesting, but I'm trying to work out the kinks in my idea. Here's my dilemma: Let's say a player can choose between two classes, ...
1
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0answers
698 views

How to balance “proc” in RPGs? [closed]

I'm working on an RPG project and I'm currently trying to design & balance "procs" (properties that grant an effect based on a percentage of occurance during a specific action). Let's talk about ...
3
votes
1answer
236 views

How should I balance temporary buffs to make my game fun?

As a game developer, I understand many players (usually in RPGs) expect short term buffs to be available to them, such as potions, war cries, drugs, etc. As a player, I've never understood what fun ...
4
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3answers
211 views

Finding the Balance - Income vs Expenditure

I'm working on a game idea that uses an in-game currency, and basic business (income/outcome). Basically, a certain type of building will generate 'income' per seconds until it hits a certain ...
2
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2answers
147 views

Balancing players between air/land fields in a PvP match

Background: In my game there are two teams per PvP match, and those two teams are further divided into air/land fields. Each team has 12 players on the ground and 6 patrolling the sky. The goal of ...
9
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2answers
369 views

How can I make my Color Mixing game more difficult?

I am making my first game and it is coming out too simple. Are there standard "techniques" to making it more difficult? The game is pretty simple. Picture the game 2048. When you slide in a direction ...
0
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2answers
89 views

How to balance spawn system with multiple objects?

I'm trying to make a top-down endless runner. I have divided my screen into 3 columns. Right now I have some objects spawned from the bottom of the screen that go up towards the top. I have 3 ...
4
votes
4answers
202 views

Is it possible to control the difficulty of a multiplayer game?

I'm developing a multiplayer game, played between 2 players. But in these types of games, there can only be 1 winner and 1 loser for per match. So for each player who wins, another player had to lose. ...
27
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8answers
5k views

How can I prevent small numerical advantages from dominating the balance of an encounter?

I've been tinkering for some time with a game and I'm having a fair amount of trouble with something: I have two characters, each of whom have attributes (about ten) in a range (between 1 and 20). I ...
10
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4answers
2k views

How can I ensure procedural levels in an RTS are fair?

I've seen that symmetry and coherance is important in RTS level design, but I'm lazy and want to do procedurally generated levels. How can I ensure I generate a fair playing field when procedurally ...
22
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2answers
3k views

Character ability power balance

I'm making a game where the player controls a character. This character starts off bland & weak. But over the course of playing the game, picks up abilities which the character uses as attacks/...
47
votes
10answers
9k views

How to give the player the feeling of being chased by enemies and force him/her to rush

I have already asked a question about the difficulty progression in my endless runner game: How to make difficulty progression in my endless-runner game? Now I have to decided that it is a good ...
4
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2answers
2k views

How to make difficulty progression in my endless-runner game?

I want to further develop this game I created for a game jam. Currently spiders chase squirrels with the same speed. Tree branches are randomly generated. Even if you perfectly time your jumps the ...
2
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1answer
2k views

How do games go about designing weapon damage?

In Action-RPG games, I was wondering how weapon damage numbers and attack speeds are decided on. Do most games come up with their own or do they "steal" numbers from other games? How would I go about ...
4
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2answers
143 views

balance productions and consumes

I am looking into whether there is a way to balance the production and consumption of resources in a game over time, with the aim to allow both production and consumption to increase as various ...
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1answer
106 views

What's the optimal balance of story and combat in a game? [closed]

A good movie must balance the action and storytelling so that it keeps the pace without boring the audience with too much story. Now the questions is how should the action and story be balanced in a ...
3
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4answers
386 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
1k 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 more/different/rare/...
5
votes
2answers
392 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
3answers
962 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 ...
17
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9answers
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 ...
49
votes
10answers
12k 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 ...
37
votes
9answers
7k 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 ...
14
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2answers
1k 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
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3answers
279 views

How can randomly paired players fairly select a map?

I'm developing a website for a board game that revolving around user-created boards. Matches are currently created by selecting two people who have been waiting in a queue the longest and creating a ...
2
votes
3answers
333 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 ...