Why balance is so important to game numerical Planning

Source: Internet
Author: User

Zookeeper

We need to know that a numerical plan should consider system values, finance, growth systems, reward systems, achievement systems, game inflation, automated numerical testing, and game equivalent system construction in the game, game billing system construction, AI numerical system construction, pattern recognition statistics system, game background data mining and analysis system ......

Seeing the above system, building, and testing, do you think this is not a human task? Why are there so many numerical problems that need to be considered in a game in numerical planning? Why can numerical planning become a game balance designer? Because the game pursues fairness, the relationship between pay and income is basically linear.

 

The key to outstanding gaming is the difference in game balance. Most game planners learn the basic principles of game balancing through repeated experiments. If they are lucky, they may receive one or two tips from their colleagues. People proficient in game balancing often guard their own secrets with vigilance, or share them with others without intention. The result is that although the information about game balance does exist, little is available.

 

Why is the game pursuing fairness? Unfair means that there are natural weaknesses. Why should I be a natural weak person in this game? I can choose not to play, but in real life you will not choose to die.

The core of the balance lies in not hurting another group of players to favor a group of players (well, paying players and free players only bring in real inequality, which is what the boss requires, regardless of the value ......).

 

OK. As for the purpose of numerical design, we must understand what balance is.

Let's talk about the RPG profession. Suppose there is a simple RPG product with only a and B, the value we provide to players is growth and catharsis-in fact, it is the value of level training and PK.

Balanced Form 1: profession a is quickly trained, and profession B is relatively slow; but profession B is strong in PK, and profession a is slightly weak in PK

 

Balanced Form 2: occupation a is slow in the early stage, occupation B is slow in the early stage, and occupation B is easy in the later stage. In PK, occupation a is weak and strong, and occupation B is strong and weak.

 

Balanced Form 3: With job A, Job B's training speed will be accelerated; with Job B, job A's PK ability will be enhanced

 

Balanced Form 4: The training speed of the AB profession is similar, and the PK strength is similar.

 

Balanced Form 5: A cannot beat B in most cases, while B cannot leave a in most cases.

 

These five balancing forms are widely used in a variety of games, and various numerical plans stick to them. Some people simply think they can all. Of course, there are other forms other than these five types, which are not listed one by one.

Why balance is so important to game numerical Planning

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