BATTLE SYSTEM BALANCE
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Hey all. I've been doing quite a bit of research and reading but I haven't found a solution to a particular issue:
I understand that your typical RPG battle system is a big dice roll. A game of numbers and formulas. Is there a particular formula set out there or do most people
just play with things to see what does and doesn't work.
I ask because I want to be sure that things are balanced and then from there and THEN I go in and start tweaking to make things interesting or challenging. Should there be certain numbers I keep in mind?
For example. should I approach things based on levels? Where Character A possesses stats X,Y,Z at level 1 so I should plan enemies and accessories based on the most likely levels a character will have by the time they reach those enemies or weapons/armors. Should I always think of Character A, in that scenario, as potentially always reaching a base level progression (say level 5) by a point or should I plan a bit under (assume that they'll be level 3 instead of 5) or a bit over (assume they've been grinding and reached level 7 rather than 5)
I'm not planning a fancy battle system. Just something typical with enemies and characters possessing different attributes and such to throw in a bit of strategy flavor (I know some people aren't into that kind of thing, and that that's okay).
Any pointers from veterans or "those in the know"?
I understand that your typical RPG battle system is a big dice roll. A game of numbers and formulas. Is there a particular formula set out there or do most people
just play with things to see what does and doesn't work.
I ask because I want to be sure that things are balanced and then from there and THEN I go in and start tweaking to make things interesting or challenging. Should there be certain numbers I keep in mind?
For example. should I approach things based on levels? Where Character A possesses stats X,Y,Z at level 1 so I should plan enemies and accessories based on the most likely levels a character will have by the time they reach those enemies or weapons/armors. Should I always think of Character A, in that scenario, as potentially always reaching a base level progression (say level 5) by a point or should I plan a bit under (assume that they'll be level 3 instead of 5) or a bit over (assume they've been grinding and reached level 7 rather than 5)
I'm not planning a fancy battle system. Just something typical with enemies and characters possessing different attributes and such to throw in a bit of strategy flavor (I know some people aren't into that kind of thing, and that that's okay).
Any pointers from veterans or "those in the know"?
I create my own formulas depending on what I want them to do. There is no particular formula that keeps things balanced although formulas where you compute damage by squaring or cubing stats are hard to keep balanced. Simple formulas like Damage=Attack-Defense or Attack-Defense/2 are are easiest to work with.
BTW, RPG maker XP has by far the worst default formula. VX is easier to handle if you stick with the default.
I think you should plan on according to the level you think the player will have. Play trough your own game though to make sure your assumption isn't unreasonable.
BTW, RPG maker XP has by far the worst default formula. VX is easier to handle if you stick with the default.
I think you should plan on according to the level you think the player will have. Play trough your own game though to make sure your assumption isn't unreasonable.
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