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Mathematical balance metrics in competitive multiplayer games

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Date Editor Before After
4/8/2015 3:25:02 PMPLrankAdminSprung before revert after revert
Before After
1 Math balancing was tried in Spring ages ago and the consensus was that it does nothing more than give ballpark figures when it comes to relevant values. 1 Math balancing was tried in Spring ages ago and the consensus was that it does nothing more than give ballpark figures when it comes to relevant values.
2 \n 2 \n
3 Like IK said, there are tons of values which interact with each other (and with the user!) in ways that make it very difficult to create a decent mathematical model. 3 Like IK said, there are tons of values which interact with each other (and with the user!) in ways that make it very difficult to create a decent mathematical model.
4 [spoiler]For example: 4 [spoiler]For example:
5 * inaccurate units' effectiveness depends on user dodge micro. Ease of use and microability is hard to describe and measure mathematically. 5 * inaccurate units' effectiveness depends on user dodge micro. Ease of use and microability is hard to describe and measure mathematically.
6 * a light unit with 1% more range than LLT is much more valuable in comparison to an otherwise identical unit with 1% less than simple math would indicate. The model would need to treat the whole unit roster as a whole instead of assigning each unit a set of stats, which is nontrivial. 6 * a light unit with 1% more range than LLT is much more valuable in comparison to an otherwise identical unit with 1% less than simple math would indicate. The model would need to treat the whole unit roster as a whole instead of assigning each unit a set of stats, which is nontrivial.
7 [/spoiler] 7 [/spoiler]
8 \n
9 @gajop: ZK has a modstats tool that does exactly that: gather stats from games. It is broken at the moment though.