MMORPG Development well under way. Problems :(
Hello, Well I know this is my first post.. But I am having a heck of a time with a fight formula for my MMORPG .. I have written a few formula's for the game, but nothing is really jumping out at me as what I want.. Its so hard trying to balance attack, defense, weapons, armor, magic, monsters, PvP, etc.. I am about to pull my hair out!!!! Basics of my game: MMORPG Based on Medieval times Era. The game itself is inspired by one of my all time favorites Ultima Online.. The game is a fully immersed 3D game image game. The game itself has over 2600 locations, including 5 dungeons, 5 cities, 4 graveyards, 4 alters of power, ruins, etc. Its pretty intense. The characters are all skill based and the game is based around building up in certain skills to grow: Example: Blacksmith - To make and sell armor Animal Tamer - To tame and sell animals, or use for battle. Etc. Basic Charcter Attributes: Character Level Experience Hit points Attach Points Defense Points What I am trying to accomplish is a random factor with everything that happens in the game.. I tried a simple form of attack: Calculating attack points – ** Different classes allow for different variables for attacking. Warrior Class – You get a 10% bonus to your attack and defense Wizard Class – You loose 10% to attack Thief Class – You loose 15% attack but gain 5% defense Orc Class – You get 5% bonus to attack 5% bonus to Defense ** So lets make an example: Attacker – a Warrior Class carrying a sword with 10 attack points on it. The warrior has 50 attack points himself Warrior – 50 + 10 from the sword = 60 attack points. No the warrior class gets a 10% attack bonus – 60 + 10% = 66 .. So the warrior gets 66 attack points Defender – Wizard Class carrying a Shield- Wizard has 40 Defense points and the Shield is 5 defense points – 40 + 5 = 45 .. Now the wizard class gets no bonuses to defense Warrior 66 attacks Wizard 45 Defense .. That is the base numbers for the attack.. Now remember up top .. Attackers automatically get a random 1% to 5% penalty .. And Defenders get a 1%- 5% bonus .. Warrior – 66 – 5% = 62.7 attack points – Wizard – 45 + 5% = 47.25 defense points WIZARD LOSES! But so many other variables come into play.. Magic Spells, Monster Vs Player.. Etc.. The game itself is opening first in Facebook form.. The interface is intergrated, admin 75% complete, and so.. So one more addition, if you are not familiar with facebook is the TEAM concept.. To make a game grow you want people in your team, Guild, to make you stronger.. So I have to add another Variable for Team vs Team attacks.. This is REALLY making me want to pull my hair out.. I want a simple code, but randomness added to it.. Penalties for attack the much weaker.. Magic Spells, etc.. *** Now the next problem.. ECONOMY!!!.. Another Area that is driving me nuts.. How do you balance the economy is a game like this.. My game is complex where as players are do the following: Build Weapons, Armor, Clothing, Magical Items, house items, etc.. The player can build skills in certain area and as they get better, can make better and more expensive rares items.. My game has a large marketplace where players are sell their items in the game for game money.. You can sell the items to shopkeepers for game money, etc.. Monsters dying, Gold on bodies Mining for Ore, how much each worth? Etc.. I have the basic layout of the economy, but I am so worried about balancing.. ** One of the problems/perks of facebook is that a game can easily get over 100,000 players in a matter of a month or so.. Facebook is insane.. so if you open a game up, it has to be right from jump.. I am very worried about the economy and fight formula.. The rest of the game, I HOPE, will blow other facebook - Click to complete quest, oppps outta turns for today come back tomorrow, games.. This game allows the player to be in a full 3D world, no time constraints, turns, etc.. You can play ALL day long if you want to build your character.. *** Now what am I asking.. Well simple.. READS, Ideas, Suggestions, etc. I hired someone a few weeks back, who was supposedly EXPERIENCED in MMORPG, but wow did he turn out to be a retard.. The game is progressing VERY fast and I have to get this stuff figured out soon.. Thanks for any suggestions or points in the right direction.. Stephen
What you're missing is the goals of your systems. You defined some random values, but have no way to check if they are balanced because what is balanced has not been defined.
You need to figure out these points first :
- Are skills or equipment the primary factor to determine the winner?
- Is there anything the player can do to influence the fight?
- How much variance do you want in your combat system?
- Does a low level character have any chance or winning against a high level character?
- etc.
Your game will be balanced when it fits with the goals you set. In your current system, a low level character has no way to win against a high level character, so if you want this to happen, you need to revise the system.
You need to figure out these points first :
- Are skills or equipment the primary factor to determine the winner?
- Is there anything the player can do to influence the fight?
- How much variance do you want in your combat system?
- Does a low level character have any chance or winning against a high level character?
- etc.
Your game will be balanced when it fits with the goals you set. In your current system, a low level character has no way to win against a high level character, so if you want this to happen, you need to revise the system.
Quote:
Original post by Tiblanc
What you're missing is the goals of your systems. You defined some random values, but have no way to check if they are balanced because what is balanced has not been defined.
You need to figure out these points first :
- Are skills or equipment the primary factor to determine the winner?
- Is there anything the player can do to influence the fight?
- How much variance do you want in your combat system?
- Does a low level character have any chance or winning against a high level character?
- etc.
Your game will be balanced when it fits with the goals you set. In your current system, a low level character has no way to win against a high level character, so if you want this to happen, you need to revise the system.
Thanks for the input.. Basic answer..
Skills are a important factor and Equipment plays a major factor.. There are some very expensive HIGH level weapons in this game
Only casting of magical spells/scrolls/potions.. You can heal during the fight..
As stated above I want a random factor.. Also a penalty for attacking weaker characters.. for example if you attack a person who is 50% your Power, you get an immediately 20% minus to all attacks.. The person being attacked gets a 15% bonus to defense.. But HOW do you balance this??
Yes a lower level character can win, but VERY RARE.. Still want to keep the concept the the BIG dog rules the playground, but want to make some sort of minor random that keeps people from preying on noobs in the game..
Thanks,
For low level players to win over high level players, you'll need a different randomization system. You'll need something with a high variance to either bring low values up to high values or high values down to low values. An example of such a system is a roll in a range determined by the sum of both player's powers :
RND(0, Power1+Power2)
If RND < Power1, then 1 wins, else 2 wins
Another system is the opposed check. Both player roll a dice and the highest wins. The dice size is determined by their power. This is similar to the first system, but gives an advantage to the strongest player.
To reduce the variance of both systems, you can make multiple rolls. A best 2 out of 3 will give a fairly big advantage to the stronger player.
You could also scale up the abilities of the low level player. Bring the low level player to the level of the high level player with some penalties. For example, instead of fighting someone 10 levels under you, you fight someone 3 levels under you.
There are also a bunch of other ways to balance the power difference, but they depend on the implementation. You will have to adapt these systems to your game, but that should give you some ideas.
RND(0, Power1+Power2)
If RND < Power1, then 1 wins, else 2 wins
Another system is the opposed check. Both player roll a dice and the highest wins. The dice size is determined by their power. This is similar to the first system, but gives an advantage to the strongest player.
To reduce the variance of both systems, you can make multiple rolls. A best 2 out of 3 will give a fairly big advantage to the stronger player.
You could also scale up the abilities of the low level player. Bring the low level player to the level of the high level player with some penalties. For example, instead of fighting someone 10 levels under you, you fight someone 3 levels under you.
There are also a bunch of other ways to balance the power difference, but they depend on the implementation. You will have to adapt these systems to your game, but that should give you some ideas.
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