Gameres Hot Money Network Authorized release text/Zhang Feng
Combat in the design of the need to consider the purpose of the fight, for example, the main purpose of the design of the wild game is to complete the task and hang the machine, part of the field time to allow the player to have time conflict, design to simplify the player's operation, through some design to the player fresh feeling.
Several elements of battle design:
Fighting rules
- Attacking party: The initiator of the attack;
- Defender: designated as the attacking party, the hit party;
- Hit party: Normally the strike party = The defensive side, when the aid is in place, the defender = Defense Party
Determining mutex
Combat State at the table, phase attributes mutually exclusive processing (if any, counterattack, Dodge, block, etc. can not be concurrent)
Red Name rule
For example, playing strange can reduce red name time, a single monster's rank conversion seconds to calculate the time to reduce red name
Formula Design
Design idea: The formula should be single, simple and easy to control. The use of multi-formula projects, are assumed to be "out of control" after the last resort.
Target and damage:
If you look at the damage from the goal alone, there will be very many types. The general game will do PVE,PVP two formula, the simple is that people play strange and people hit.
And my advice is that PvE and PvP can use the same formula, as long as the value of the good to run, because the results and the value of the effect of each other. The very low monster attribute configuration can create a high-output, high-damage combat experience so DPS1 = DPS2 = Dps3 are all the same formula.
General Game Practices:
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I recommend the procedure:
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Support:
The aid can be a condition in which the protection can be replaced by a certain percentage of the injured. The aid can also be a skill which, when triggered, will create a protective effect on a certain range, and the aid can also directly change the target and completely inherit the damage.
Fixed damage:
Fixed injury is a kind of protection for special targets, which is the same as the PVE,PVP formula. Single formula if properly controlled can be fully compatible with a variety of such as "Dart cart", "World Boss", and many other situations. such as improving the properties of the system: anti-, anti-, and so on, the majority of the player's damage is suppressed in a range, so that its effect and "fixed interval damage" effect will be highly fitting (such as 1000-5000).
Review
Although I do not recommend the sub-formula, but have to say, the method of the sub-formula can be the most brutal method, in the shortest possible time to achieve the project's needs, calculated the average number of world boss injuries, participation, duration, etc., million law has degrees, each have a choice.
General judgment
Shot determination: The so-called general decision, that is, when the player attack operation, to determine whether the attack operation is effective. There are many cases where the attack is invalid, and any one of these conditions can be considered invalid. The specific process is as follows:
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Here are a few related formulas.
Subtraction Formula
Damage = attack-Defensive prototype dam= A-b
Formula features: Simple rough, strong experience
Formula description
Single Output damage = attack Output Force-defense survivability (withstand)
This formula is a classic method of damage calculation in early game, because the calculation is simple and seems to be more balanced than the multiplication method. However, the attack and defense are not equivalent, must strictly control the value of the delivery, especially the defensive properties. Once the defense is too high, the emergence of non-breaking (attack-defense ≤0) will lead to unimaginable consequences. Therefore, the subtraction formula on the value of the more stringent requirements, for the props paid games to ensure that both consumption and the overall balance of game values.
Application scope: Early End Tour "Stone Age", "Game King", "Journey free version", the classic one of the country, most of the page tour (fast food games, encourage PvP, you can guarantee the value of money hit must be effective)
Formula evaluation
Addition and subtraction formula because of its intuitive, there is no break the concept of prevention, it is more suitable for use in quantitative stimulation of the game, because in the vicinity of the critical value of attack and defense even small damage and defensive force changes will have a significant impact on the outcome of the fight. When you need to do 1 people to take down a group of settings, the addition and subtraction formula is a simple and effective means, and can effectively prevent the numerical expansion too large.
The relentless pursuit of attack and defense more favorable revenue, but the weapon attack speed, critical hit revenue will be more difficult to balance.
Multiplication Formula
Damage = Attack * (1-protection against damage percentage)
Formula features: PvE play life longer, easy to regulate, the defense attribute attenuation is violent, example: the same as 50 players play 30 copies, the addition formula players can crush, this formula will still have the pleasure of operation.
Formula description
The multiplication formula is a combat formula that differs from the addition formula in that the model is: actual damage = damage * factor. Coefficients are generally expressed as percentages of defensive attribute translations. It is a great improvement to change the percentage of damage from defensive direct offsetting to defensive conversion, and the biggest benefit is that there is no need to worry about the awkward situation of 0 damage when the defense is higher than the attack. Then multiply the formula to derive a lot of deformation, such as adding level parameters and so on, so that the player battle becomes more reasonable and perfect. But the multiplication formula still has certain flaw, the attack has no attenuation, but the defense attenuation curve is very intense, the late defense cost-effective greatly reduces.
Application scope: "World of Warcraft", "Dungeon and Warrior" (in fact, there is no simple multiplication formula, in practice, the battle formula in the game is based on the multiplication formula model derived formula.) )
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Formula evaluation
The adjustment of the character's defensive force can be independent from the attack attribute, which makes it the first choice of complex game. The disadvantage is that players understand the cost is high.
Using this kind of attack and defense formula, the difficulty of the numerical balance calculation is not high, and can be very convenient for various attack speed of different weapons equipment, do not take into account the shortcomings of the subtraction defense formula. So it can be said that if you need to do a variety of attack speed of weapons, want to attack speed up and down the article, the multiplication formula is the perfect choice. Often this type of attack and defense model-based game, the game later, the player's pursuit of defense is easy to stop, and the pursuit of harm as always in the promotion.
Division Formula
Damage = attack/Defense
Formula Features: All features that combine the multiplication formula reduce the drastic attenuation
Equation Description: In fact, the division formula is a variant of the multiplication formula that can be split into: damage = attack * (1/defense), where (1/defense) is another form of damage reduction percentage in the multiplication formula. As feature 2 says, the derivative formula is the true meaning of the Division formula
Scope of application: Most games currently in operation
Derived formula:
- Damage = Attack ^2/(attack + defense)
- Damage = coefficient * Attack ^2/coefficient * (factor * attack + defense)
- Damage = coefficient * Attack ^3/coefficient * (factor * attack + server parameter * defense)
- Damage = Defense ^2 (attack + defense) This formula highlights the importance of defense
Review
First of all, the formula is not only these three kinds, many excellent games have a variety of formulas, different game types will choose different algorithms, no merits and demerits, only the use of ingenious. As long as the formula can meet the needs of designers, is a good formula.
Related theories
Round Table theory
"World of Warcraft" ("World of Warcraft") in the judgment of the attack on a theory, mutual exclusion random, each time an action occurs, there will be a number of mutually exclusive results of one, that is, "round table Resolution", also known as "a roll of dice." Originally in order to prevent tank by the boss strong "crush" and set up, then extended to the different occupations of "no harm" method.
Core design: The advantages of roundtable theory are clear logic, low complexity and simple operation. The disadvantage is that the mutual exclusion trigger probability sum easily overflow, need to avoid in the design, some expectations will not occur in parallel to reduce the performance, the table of high priority elements will be low priority elements extruded round the table, resulting in never appear, the benefit is the conservation of value.
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Multiple Roll dice
Multiple single-line: The future generations on the basis of the Round table theory, several random single-line processing scheme. But this theory also has a fatal flaw, that low-priority attributes are forced to shrink value by the influence of advanced attributes.
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Multi-line: Later, most of the games in order to increase the performance, resulting in the same battle multi-profit, more than expected, put forward a number of random effects concurrency theory. But such a design will appear high-input, the role of a single fight triggered a variety of States, namely dodge and critical hit, both counterattack and combo.
Summary: Different game types will choose different algorithms, no pros and cons of the points, only the use of ingenious. Action mutual exclusion is suitable for the round table theory, floating, stiffness, flying, knockdown can only trigger one; turn-based games are suitable for multiple multi-line judgments, assuming a round of big R players can, first dodge and then counterattack and trigger the combo also crit.
Formula Grooming
The formula comb is to give each game detail part of the formula to comb, the different function, the use will produce the different formula.
Combat formula: Battle-related formulas are often used to calculate a single attack settlement.
Dam Final settlement = Dam attack and defense settlement + Dam Crit Damage + Dam additional damage + dam element.
There are two methods of calculation: one is to allow additional damage to negative value to reduce attack and defense damage, one is a single damage of up to 0, can not reduce attack and defense damage.
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Anti-knife kill: If the opponent is attacked as a role, when the role of the current HP greater than 60% will trigger a sword kill formula.
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Game Numerical Planning attribute chapter (III): Design of combat formula