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8bit Clutcher of toes.

Joined: 01 Jul 2008 Posts: 110 Location: In the thoughts and dreams of all the world's children.
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Posted: Mon Jul 28, 2008 7:00 am Post subject: A quick Newbie question. |
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I was sitting at my desk at work thinking about game balance and thought of an important question. When I set the amount of Exp that an enemy gives, is that number divided by the total number of heros in your party? I've been trying to be dilligent in getting the balance right, and this could really screw up everything I have done so far. _________________ Peace and love. Peace and love. No more autographs. Peace and love. |
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Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Jul 28, 2008 7:08 am Post subject: |
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Yeah, it's divided by the number of heroes who survive the battle alive. Also, the displayed experience gained during the victory dance is experience per hero. _________________ "It is so great it is insanely great." |
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8bit Clutcher of toes.

Joined: 01 Jul 2008 Posts: 110 Location: In the thoughts and dreams of all the world's children.
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Posted: Mon Jul 28, 2008 7:12 am Post subject: |
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Thanks, guys. Good thing I didn't get too far before thinking about this. My game would have been a grind-fest! _________________ Peace and love. Peace and love. No more autographs. Peace and love. |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Mon Jul 28, 2008 8:06 am Post subject: |
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There should actually be an option if someone wants the exp to be distributed, though it can be done with plotscripting as well (though it will show the wrong amount of exp gained).
Also even if the exp gained is divided by a certain amount the game doesn't become a grindfest. It will just make your heroes be a few levels lowers, but unless you made the battles so that they barely can be won at your calculated level, it'll still possible without grinding.
What really makes a game a grindfest is when the actualy growth of amount of exp gained stands in no relation to the growth of the exp needed. What I dislike in many games is that at the beginning I need 30 exp and get like 10 exp and later when I need 30000 exp I only get like 1000. A good balance makes it so that you always need about the same amounts of battles for a level if you follow the storyline without grinding.
PS: I also strongly advise you to test the game yourself. If you already ask about something like this I assume you never played your own game yet, but I can tell you no matter how good the balance looks on paper you'll still realize some things that can be improved by playing it then. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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8bit Clutcher of toes.

Joined: 01 Jul 2008 Posts: 110 Location: In the thoughts and dreams of all the world's children.
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Posted: Mon Jul 28, 2008 9:15 am Post subject: |
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I definitly play my own game. I have just one hero in my party now, but in reality (once I program it) I should have two. This means, if I let the Exp stand as it is, I would have to fight twice as many battles to get my characters to the desired levels. Hence the term: "grind-fest." I replay my game after any major change I make, just to make sure everything is running as I intended it to. I don't program everything in the order which it is presented in the game, that's all. _________________ Peace and love. Peace and love. No more autographs. Peace and love. |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Mon Jul 28, 2008 9:54 am Post subject: |
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But with two heroes the battles are also multiple times easier. Also keep in mind if you add the possibility of team-change that some players might only take one hero into the party to get more exp. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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8bit Clutcher of toes.

Joined: 01 Jul 2008 Posts: 110 Location: In the thoughts and dreams of all the world's children.
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Posted: Mon Jul 28, 2008 10:00 am Post subject: |
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Even though the battles would be exponentially easier, that wouldn't make them less of a grind. On the contrary, I think it would make the game MORE tedious. Holding down the space bar battles are something I would like to avoid. I am only going to have three playable heros, so I don't think I am going to allow for hero switching. _________________ Peace and love. Peace and love. No more autographs. Peace and love. |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Mon Jul 28, 2008 10:13 am Post subject: |
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Holding down space is a completely different problem than grinding. In the current Xerion for example there are basically no skills and attacks so you just keep pressing space all the time, but it's still not grindy because you can always keep moving on to the next place and you never get the feeling that you have to stay at one place and kill monsters for more levels.
My game Gerania often needs 20 battles to level up, but it's still not grindy because leveling up doesn't have a major role. A much bigger role is to use the correct skills in the battles to conserve HP/MP. So what I'm getting at is, instead of raising exp, raise the tactic within the battles to solve boring battles problem. Raising the exp won't solve anything, even if you only need to press space twice instead of ten times doesn't really make the battles better, instead it only makes them shorter. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Jul 28, 2008 10:33 am Post subject: |
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Quote: | even if you only need to press space twice instead of ten times doesn't really make the battles better, instead it only makes them shorter. | Short = good for random battles. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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8bit Clutcher of toes.

Joined: 01 Jul 2008 Posts: 110 Location: In the thoughts and dreams of all the world's children.
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Posted: Mon Jul 28, 2008 11:12 am Post subject: |
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I tend to agree with Newbie Power on this one. I wouldn't want to play a game where every couple of steps I have to fight a drawn-out battle. That's just me, though. _________________ Peace and love. Peace and love. No more autographs. Peace and love. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Jul 28, 2008 11:28 am Post subject: |
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Yep. Even if your battles have tactics and difficulty (yes, you can have difficult battles that are still short) they should end fairly quickly. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Leonhart

Joined: 25 Feb 2004 Posts: 383 Location: Philippines
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Posted: Mon Jul 28, 2008 6:45 pm Post subject: |
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Quote: | I tend to agree with Newbie Power on this one. I wouldn't want to play a game where every couple of steps I have to fight a drawn-out battle. That's just me, though. |
I was okay with random battles once, when I was still playing the older games like Suikoden and Tales of Destiny. Now, it's a different story for me. Games are becoming better nowadays and I often feel pissed off when you lose your momentum because you suddenly get sucked in another one of those fights. That is also just me, though. _________________ The man who smiles when things go wrong has thought of someone to blame it on.
- Robert Bloch |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Mon Jul 28, 2008 10:14 pm Post subject: |
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Just making battles shorter doesn't make them automatically better. If you don't enjoy battles then it's not because they are long but because they are bad.
Besides there are much more factors which you can't ignore like encounter rate and ability to run from the battles.
There can be a game where battles are 99% of the playing time which is still good and there can also be a game where battles are only 1% of the playing time but which is bad. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Mon Jul 28, 2008 10:39 pm Post subject: |
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I think the ideal balance would be battles that make the player think and rewards that satisfy the player. _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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