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Thread: Balance Example

  1. Arrow Balance Example

    An example of circular balance with race leveling values in long run stats:

    Ability A: 3 3 3 3 3 6
    Ability B: 2 2 2 5 5 5
    Ability C: 1 4 4 4 4 4

    Here you get some examples of 3 abilities but for example lets say this is a damage ability from 3 different races and these are some possible dmg values. Would you want to have A, B or C?

    We see that B beats C and that A beats B and thus conclude that A is the best. However, C beats A forming a circle similar to rock paper scissors. Valued sets like this are important to understand when comparing some of the randomized value set ranges for WCS. While the computations are done in float the resultant effects for most things within the engine are integers. The float base just allows for the randomization to have better precision. Now obviously not every single race that I have in the server is mathematically balanced in this way but you get the idea that with spacing stat value curves wildly enough it can be created naturally. This is also not to say that future balance changes and new races will not use mathematics based on these ideas to create pre balance testing curves which can later be refined into a system to auto tune new races for faster balance testing and release targeting.

    Take again those values from above and lets say we double the ranges on them so patters are on doubled sets:

    Ability A: 3 3 3 3 3 6 + 3 3 3 3 3 6
    Ability B: 2 2 2 5 5 5 + 2 2 2 5 5 5
    Ability C: 1 4 4 4 4 4 + 1 4 4 4 4 4

    When using a set of 3 the order of winning now reverses where as C beats B and B beats A and A beats C. Such orders do not occur when a forth set of values is placed in. In such a case the balance will generally not reverse if its stats on the system are non-transitive. However just because theoretical ability D does not have the same props in the stats chain as ability A B and C in that it could be much better than A and B but not lose to C as much as A (in the original chain) does not make it unbalanced as for 1 it is still beat by C like A but the stats difference may be off set by a skill requirement factor who's balance effect is calculated in a separate balance chain.

    The basic principles of non transitive balance can provide insight into the way that balance is effected dynamically by the introduction of more races to the system. Where as now races with opposed abilities will gain additional buffs in a larger system against their best opponent by as much as 50%. In addition in an open system we can have stacks in that there can be more than 1 of a given race so that the buff against its counterpart is stacked more. Then when combined with race limitations to counter for the true non transitive nature of abilities in real world conditions a skew can be created in the balance chain which allows the counterparts of a limited race to have a limit to their max disadvantage while allowing an infinite hard buff on non capped races who's counterpart is a limited race. This is one of the fundamental principles that drives the current balance chain for the server.



  2. Default

    Are the proc rates going to be standardized then as well? For instance all damage ability procs will be at X%, all evasion ability procs will be at Y%, all vision obscurring ability procs will be at Z%, and so on?

    Let me also add that it's early and I'm not a morning person when it comes to critical thinking.

    Tastes like your moms kisses.

  3. Default

    In a way they are, the balance in wcs assumes that not all players are fully leveld. The chance to be at a given level and how that effects proc rates for balance is standard.



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