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Author Topic: Stat Design tut Please?  (Read 2436 times)

Offline aboutasoandthis

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Stat Design tut Please?
« on: June 10, 2006, 09:19:02 PM »
Can I put this here or does it go in programming?

What is a good way to balance stats in my game?

I have a lot of stat changing systems in my game: equipment, items, a level up system similar to FF6, a cooking minigame, a fighting minigame, etc.

I want to keep the stats low. I just start with 100 points each and then split them between ATK, DEF, MAG, and SPD. and then I keep it balanced up to level 99.

I also have a level up system for my monsters in my game. Their statistics don't change, but their HP and their known skills change as they get stronger. It's based off the average level of your party but each monster in my game has different exp levels.

I haven't made the stats for my characters, I haven't made the monsters yet, and I haven't put in the stats for my monsters.

Which would be a good place to start so I have a well balanced game? Should I start with the monsters and change the characters if they're too hard or not? Or should I do the characters and the equipment first, then fix the monsters?

I want a really well balanced game. I'm using the DBS and all the algorithms in it. I don't want my game to be too easy or too hard.

If you give a post, thanks.
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Offline SaiKar

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« Reply #1 on: June 11, 2006, 02:43:52 AM »
Start with the characters. It's easier to fight a bunch of monsters, see which are too easy and too hard and make adjustements to the monsters than to fix the character stats and have to fight every monster again to see if the changes are good.
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Offline aboutasoandthis

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Thank you for responding.
« Reply #2 on: June 12, 2006, 02:24:09 PM »
I will start with the characters.
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My pokemon bring all the nerds to the yard, and they're like you wanna trade cards? Darn right, I wanna trade cards, I could trade this, but not my charizard.  



Offline Meiscool-2

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« Reply #3 on: June 12, 2006, 04:31:44 PM »
Remember, monsters are SUPPOSED to be easy in the begining of a game, so when you start your monsters and find them a bit easier then you'd like, just remember that.
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Offline Raen Ryong

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« Reply #4 on: June 12, 2006, 06:07:59 PM »
Balancing is really hard and takes ages, I find. Something you have to remember is if you test with characters -- you're only testing with ONE possible party. If your characters are unique enough, different parties will fare differently, and it's up to the player to find a party that can deal with the monsters you're introducing.

For instance, a speedy and physical party will slaughter a group of low-Defence, low-HP mages, whereas slower, more Defence-intensive characters will struggle. The opposite will apply when facing high-HP, high-Defence enemies, when your characters will barely do any damage.

Balancing is essential, but it only goes so far. Unless you restrict the player to almost a single party (been there, done that  :(), their choices will make some monsters incredibly hard and others very easy.

In my opinion, you need to ensure no character is too under-powered, and item balancing is essential as any party will be using equipment etc.
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Raen Ryong...
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Hoard and covet not, but be brave and free. Quest always after knowledge and slowly learn to know what science cannot see. Seek and strive for learning, be temperate and wise, for skill and wisdom only will help us to survive.

Offline aboutasoandthis

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Taen too heart.
« Reply #5 on: June 13, 2006, 12:14:13 AM »
This is all good advice. I have 12 characters an a lt of customization so if any character is underpowered to you, with a little effort, you can changeit.
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My pokemon bring all the nerds to the yard, and they're like you wanna trade cards? Darn right, I wanna trade cards, I could trade this, but not my charizard.  



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