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==Ingame experience==
 
==Ingame experience==
This is the most important. If a unit cannot be used effectively in game, then it isn't OP (yet) and if everyone uses it then it isn't UP (yet). However, beware the culture of balance. Often a unit will go for weeks without anyone using it, and then someone discovers and exploits it. Soon everyone is using it, and it goes from being 'useless' to being OP. Be careful not to repeatedly buff an unpopular unit, it can take a long time before people come back to an unpopular unit and give it another shot. Don't be too hasty to nerf a popular unit- perhaps this is a 'fad', perhaps someone will find a counter. If you do nerf it, be conservative- don't try and over-nerf it just to ensure people stop using it because then its useless and will get buffed again.
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This is the most important. If a unit cannot be used effectively in game, then it isn't UP (yet) and if everyone uses it then it isn't OP (yet). However, beware the culture of balance. Often a unit will go for weeks without anyone using it, and then someone discovers and exploits it. Soon everyone is using it, and it goes from being 'useless' to being OP. Be careful not to repeatedly buff an unpopular unit, it can take a long time before people come back to an unpopular unit and give it another shot. Don't be too hasty to nerf a popular unit- perhaps this is a 'fad', perhaps someone will find a counter. If you do nerf it, be conservative- don't try and over-nerf it just to ensure people stop using it because then its useless and will get buffed again.
  
 
Balance based on what good players do. This does not mean that you should balance the game entirely around the high-micro, hard to use 'pro' units or balance so that the game is only viable at a high level. However, good or inventive players can totally change the face of the way the game is played by effectively exploiting an underused unit. There are many units which an average player will not understand the use for until they have seen it used well.
 
Balance based on what good players do. This does not mean that you should balance the game entirely around the high-micro, hard to use 'pro' units or balance so that the game is only viable at a high level. However, good or inventive players can totally change the face of the way the game is played by effectively exploiting an underused unit. There are many units which an average player will not understand the use for until they have seen it used well.
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The use of a unit is not always determined by good stats, but often by the right combination and values. There is a huge difference between just out-ranging an LLT, and having the same range as an LLT. Try to think more in terms of unit relationships than pure numbers. When balancing a unit, try and think of other areas that can be changed to make it useful, rather than just its hp/dps. What specifically is holding it back/making it too strong ingame? Also remember knock-on effects. If you nerf something, another unit which it has until now effectively countered may suddenly be OP.
 
The use of a unit is not always determined by good stats, but often by the right combination and values. There is a huge difference between just out-ranging an LLT, and having the same range as an LLT. Try to think more in terms of unit relationships than pure numbers. When balancing a unit, try and think of other areas that can be changed to make it useful, rather than just its hp/dps. What specifically is holding it back/making it too strong ingame? Also remember knock-on effects. If you nerf something, another unit which it has until now effectively countered may suddenly be OP.
  
Be aware of what your values mean in relation to other units. Buffing a units HP by 5% might not actually do anything, because all the weapons that can shoot it still take just as many shots to kill it, or it might put it over a threshold which means it takes an extra shot to kill, for much more than a 5% difference. This matters particularly for Air vs AA, Subs vs Anti-sub, Pickets vs Raiders, and low RoF units like Lances, Skuttles and Widows.
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Be aware of what your values mean in relation to other units. Buffing a units HP by 5% might not actually do anything, because all the weapons that can shoot it still take just as many shots to kill it, or it might put it over a threshold which means it takes an extra shot to kill, for much more than a 5% difference. This matters particularly for Air vs AA, Subs vs Anti-sub, Missile Towers vs Raiders, and low RoF units like Penetrators, Skuttles and Spies.
  
 
Keep Quant's rule in mind, buff strengths, nerf weaknesses, otherwise all units tend over time towards the average and unit difference is lost. Ultimately though how it fits within the game design and how it can better fulfill its role is the most important factor though, and one of its strengths or weaknesses may in fact be preventing it from fulfilling that role.
 
Keep Quant's rule in mind, buff strengths, nerf weaknesses, otherwise all units tend over time towards the average and unit difference is lost. Ultimately though how it fits within the game design and how it can better fulfill its role is the most important factor though, and one of its strengths or weaknesses may in fact be preventing it from fulfilling that role.

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