Game Numerical Planning attribute chapter (i): Some Thoughts on attribute design

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Where does the "attribute" come from and where? Throughout the game design, the author revolves around this question to ponder .....

 A few thoughts on the idea of attribute design

  1) Positioning

Positioning ( Attributes) includes "character", "equip", "mount" attribute, and so on, the derived attribute is more "role attribute" as the reference. It is the performance of the user's real ability, participate in the PVE,PVP combat settlement, with "combat effectiveness" as the reference, with the RMB fixed exchange rate and do not suggest change. Properties are generally 22 confrontational, for example: the protagonist's withstand vs. monster output, the derived attribute dependent on the main attribute, there is a corresponding relationship. Each attribute is a tree-like relationship, does not allow multi-layered nesting, looping, cross-influences, attribute placement is related to the combat experience, need to plan the output. (as shown)

  2) Substance

The game's battle Essence is revolves around "the survival and the death" the game, "The Survival" and "the output" are the most important two parameters. Combat effectiveness is the embodiment of the comprehensive ability of the inter-role game, which is divided into "display warfare power" and "real warfare power", which has certain guiding meanings under single-pair single-order. Display Combat effectiveness (Combat Score) as a reference for character strength, characterized by a fixed score, does not take care of the formula attenuation, gain effect. Real combat effectiveness (fighting capacity) is a true portrayal of war power, used in the interior as an important reference scale. In many games, the two are the same existence, the real combat effectiveness will be played by players, the initiator of Judgment, group warfare and other differences in the impact, is an important reference to the subject.

  3) Balance

Balance ( Balance) attributes are not fixed income and will change as the process changes, and sensitivity is affected by the difference in the opposing attribute. Example 1, Combat formula: Attack ^2/(attack + defense), attack = defense, attack and defense cost equal; Example 2, formula: Damage = Single damage * Damage frequency, total damage =100, +10 attack and +10% attack speed equal.

  4) Classification

In addition to the "function" category, you can also follow the "attribute bias" (universal, additional, hidden) sub-category.

  Summarize


attribute conversions

level attribute conversions to level two properties: force → attack stamina → life, such as the free add-on game "Fantasy West", some are "career bias conversion": Survival → life, defense, Dodge, such as European and American Games; some are "multilevel conversions": weight, body strength → attacks such as Rocky "," The World of Trees "," the Fable of God and Ghost ".

conversion formula

survival   →   Life Physics Defense Magic Defense Uprising block additional damage reduction ignore  

output   →   physical Attack magic attack additional damage break-out

control   →   Control resistance control

outbreak   →   Mobile speed critical attack speed  

Regiment warfare    →   the intentionality score of   


The value eventually turns into the game experience and becomes a game-level cognition. It is not the numbers, but the results that the players experience. In fact, the game is a "behavioral simulation" to solve the "mathematical problem" process, is the user playing the game in the process of building up the psychological feelings.

  Second, Panel properties

Panel Properties ( Panel properties) displays attributes in the game with a pane that temporarily records the role battle properties. The panel properties are affected by the instructions related to the player's operation equipment, gems, heart and other functions, and the Results Refresh panel is calculated in real time.

Third, the level planning

Level as an important parameter in the game, it directly affects the overall rhythm of the game, need careful design, examples are as follows:

 Four, damage value

Damage Value ( Dam), derived parameters, the results of the attack operation end in life, the source of the damage value is fixed: Panel damage (attack and defense operations, equipment gain, buff status, attach), skill effects. The damage value can be described simply as: Panel damage & Skill impact.

 Five, panel formula

( Panel properties The formula should be calculated according to the Uniform Rules, and finally the real feedback into the game. In general, all panel properties follow the unique formula: actual = base * coefficient + revised principle.

 RMB properties

RMB Properties ( Panel properties The formula should be calculated according to the Uniform Rules, and finally the real feedback into the game. In general, all panel properties follow the unique formula: actual = base * coefficient + revised principle.

formula: ( Formula) formula in English is Formula, so F also refers to the meaning of general formula, ∑ English name: Sigma Chinese Name: Sigma (capital σ, lowercase σ), Mathematical formula interpretation: summation


  Design concept

In the numerical balance and the player's feelings, the value should be more sensitive to the player's feelings.

  1) as much as possible to make all the attributes against the property, so that a large number of values cancel each other out;

  2) Carefully put additional properties, and do not add additional properties to ensure that the player's attributes of each penny are ultimately preserved,

  3) All non-active skills will affect the mechanism of the Panel attribute walking buff;

  4) The panel properties should have a specificity output concept and strictly control the percentage placement. The percentage increase is very easy to break the balance in the mid to late pull earnings, so you must set the elevation limit to ensure that the values do not collapse.

  1. Health value

Health value is Hp, Survival properties, hp<=0 "death", into, off the war slow to full, is the player's survival ability embodiment, the important PK parameters. Access to the game to see the output table, health is an important parameter of the game battle experience, generally need to determine the battle experience and adjust the output. The health value output value, the percentage two, has the current value and the maximum value cent, is affected by the life recovery rate.

the attribute design is divided into two concepts, design intention and numerical backstop, and the design intention can influence the numerical delivery. But do not be reflected in the formula, for example you can expect critical hit not more than 30%, but do not write on the value of more than 30% by 30% calculation, to be run to control.


  2. Rage value

The rage value is Sp, release the Rage technology limit, enter and take off during the war does not recover, important PK parameters, the game to obtain the way to see output.

Recovery mode: Energy Recovery Unit for X points/second, value read rage recovery parameters.

  1) The rage value will be refreshed to restore the values per second.

  2) Each injury will restore a certain amount of rage based on the player's injured blood volume;

  3) Each damage will reward the player a certain amount of rage;

  4) Some fashions can increase the maximum rage value, the initial value of the war, and the recovery rate.

  3. Attack damage

damage is ATK, Combat properties, with defense operations, is the player's ability to output the witness, the important PK parameters, the game to obtain a way to see the output table. Damage is divided into physical attack and magical attack, only one type of damage will be effective in a single occupation.

Physical attack: Take the physical attack formula, and physical defense, physical attack relief and other parameters to perform operations;

Magical attack: Take magic attack combat formula, and magic defense, magic Attack Relief and other parameters to do the operation.

  4. Defensive Force

Defensive Force Def, combat properties, and attack operations, is the witness of the player's ability to garrison, the important PK parameters, and the way to get the game to see the output table. The defensive force is divided into physical and magical, and a single occupation generally takes effect in both cases.

Physical defense: Take physical attack combat formula, and physical attack, physical attack relief and other parameters to perform operations;

Magical Defense: Take magic attack combat formula, and magic attack, magic attack reduction and other parameters to perform the operation


  5. Hit

hit is HIT,AGL values, hit and dodge are mutually antagonistic attributes that require post-conversion operations, and are not produced in the game. Game access to the output table, high yield large r attribute, should be careful planning! Calligraphy instruction "Miss" should be skipped when missing


  6. Dodge

Dodge is HIT,AGL values, hit and dodge are mutually antagonistic attributes that require post-conversion operations, and are not produced in the game. The way to access the game is the output table. Dodge is a high yield large r attribute, some game types do not fit in hit attributes up and down articles, should be carefully planned! In general, Dodge is not independent operation, it is only a hit rate calculation of a parameter, if the need for special display, then: a single countermeasure attribute, the parameter is not set limits, should be set in the results of the operation.

  7. Critical Hit

Critical Hit is Crit,tou values, critical strikes and uprising are antagonistic properties, post-conversion operations, and important PK parameters that need high value before they can be reflected. The way to access the game is the output table.

recommended initial output critical hit value should not be less than 5% and the buff to amplify critical damage to about 3 times times, convenient late input uprising properties, critical attack processing mechanism: Dam (currently) =dam (attack) +dam (offensive) * critical magnification.


  8. Toughness

  Tou value, critical strike and uprising are antagonistic properties, post-conversion operations, important PK parameters, pre-high value to reflect.

It is suggested that the yield of critical hit value should not be less than 5% and the buff will amplify the critical damage to 3 times times, so as to facilitate the late input uprising attribute.

  Toughness algorithm:

Crit and toughness have multiple algorithms, "Marvel World" toughness is the critical hit value of the percentage reduction, so that its profit is much smaller than critical hit;

Some games have resilience plus extra stamina added to "World of Warcraft";

I recommend the use of a confrontational attribute, which is simpler and easier for the player to understand.


  9. Additional Damage

additional damage and additional relief are mutually antagonistic attributes, post-conversion operations, and important PK parameters, need high value before the early can be reflected.


  10. Additional Injury reduction

additional reduction and additional relief are antagonistic properties, post-conversion operations, and important PK parameters, need high value before the early can be reflected.

Property-to-account ratio

The combat system is the main gameplay system in the game, the molecular system or service, or derived from the combat system. The ratio of attributes directly affects the delivery of combat values. It has to be diversified, but also to ensure that players with the same input have the same fighting power. Some of the settings that may affect the overall game balance must be released later in the game, with a single-handed weapon and a two-handed balance.

  Points:

  1) Diversified combat mechanisms

  2) try to balance the same players with the characters manipulated by the same player in battle with the NPC/playing in a fair position with other players.

Recommendation:1) The derivative attribute is more "role attribute" as the reference 2) combat effectiveness and other sinks fixed RMB

Game Numerical Planning attribute chapter (i): Some Thoughts on attribute design

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