View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004649 | Valley 1 | Balance Issue | Oct 7, 2011 1:00 am | Oct 12, 2011 11:02 am | |
Reporter | Jerebaldo1 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.519 | ||||
Fixed in Version | 0.523 | ||||
Summary | 0004649: scaling of potions and scrolls within tiers to smooth out level of usefulness throughout the 10 levels | ||||
Description | Because it seems the game has become more difficult overall, I fear there is no way around smoothing within-tier effectiveness of scrolls and potions so that they don't become so anemic by the last 3 levels of a tier. Each level after the start of a tier, potions and scrolls of that tier should gain in power up until the next tier level is reached by the civ, at which point in time, the power of these items is capped. 1. Magic power of potions and scrolls (whether rhino/decoy fireworks or amount healed) = base value * (sqrt<sqrt<<amount of levels civ is above base tier level>> + 0.15) 2. The formula caps at 10 levels above base tier level. Example: tier 1 potion heals 1920 at civ level 1 at civ level 2 will heal 1920 * (1.15) = 2208 at civ level 5 will heal 1920 * 1.645 = 3158 at civ level 8 1920 * 1.832 = 3517 (about twice as much as potions currently heal at my level) last example: at civ level 11 (once civ is at the next tier, the amount of increase is capped at 10, so it only uses a multiplier of (base * (sqrt<sqrt<<10>> + 0.15)) ) 1920 * 1.928 = 3702 Ewww ma god Chris, Tiger, and Keith, I am sorry for this brain dump, and providing a billion examples. It's mostly to make sure my math comes up with a happy curve that won't mess up the improvement that going up a tier gives you. ps. I also think that if there is ever a way to turn in 5 tier 1 items for items of the next tier, then there'd be less need this system, as combined with my previous suggestions, would allow players to collect gobs of same-tiered items that they could convert into higher-tiered items. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix Before Major Release | ||||
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I dont mind the brain dump. :-) I definitely think that there should be a smoother curve within each tier. If I'm reading your post right though, potions become more useful as you level up? I'm not sure that's the way to go. I think that at the first level of each tier, one potion should heal you, or darn near (depending on how much life your current character starts with). As you get near the end of the tier (level 9, 19, 29, etc.) I think that three potions should just about cover everyone. Then, IMO, once you hit that new tier mark, the older tier potions should significantly fall off in usefulness. |
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Right, I tried to come up with a formula that increases the power of the potions and scrolls such that it doesn't keep pace with the increase in difficulty, but bridges the gap partway towards that end. Right now with tier 1 potions, it'll take a little more than 4 potions to heal me once I reach level 9. That combined with the previous 15 second cooldown made me cry a bit inside. My scaling is logarithmic, so that by level 9 it will take 2.3 potions to heal you. A good compromise would be to add a third square root to the formula,and reduce the constant to 0.10. So: base value * (sqrt<<<sqrt<<sqrt<amount of levels civ is above base tier level>>> + 0.10). That would make for an even more subtle increase, I believe such that by level 9 it'll take 3 potions instead of 4 to do fully heal :-). |
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I didn't do quite what was noted above, but I think this would solve the same core issue: * Put in a pretty major balance change in favor of the players: ** Previously, your equipment was always getting progressively worse each time your civ level went up, which meant that with same-tier equipment you were actually losing ground, which wasn't our intent. ** This has been rebalanced to have a 9-level "grace period" wherein equipment doesn't start degrading. *** This means that as soon as you hit civ level 10, for instance, your tier 1 stuff STARTS to degrade. But the degradation is equivalent now at level 10 to what it used to be at level 2 for tier I stuff. And level 11 is like level 3 was, and so on. *** The net effect means that there are no longer increasing "periods of weakness" between levels 2-9 and 12-19, and so on; those remain stable areas, and your equipment only starts to get weaker when you're actually able to get replacement equipment of a higher tier. *** This also applies to potions and the like, not just stuff you craft yourself, so that's really quite helpful all around. Now you actually have time to FIND more potions, more equipment, and so on before you're hurting from the lack of it. |
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FWIW Chris, I like this change on paper. I guess I'll have to go see how I like it in practice now. :-) |
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Cool stuff. There are always other ways to make the game harder, so I think this one's a keeper. ;) |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 7, 2011 1:00 am | Jerebaldo1 | New Issue | |
Oct 7, 2011 1:02 am | Jerebaldo1 | Description Updated | |
Oct 7, 2011 1:02 am | Jerebaldo1 | Description Updated | |
Oct 7, 2011 8:45 am | tigersfan | Note Added: 0016046 | |
Oct 7, 2011 8:45 am | tigersfan | Internal Weight | => Fix Before Major Release |
Oct 7, 2011 8:45 am | tigersfan | Assigned To | => Chris_McElligottPark |
Oct 7, 2011 8:45 am | tigersfan | Status | new => assigned |
Oct 7, 2011 10:20 am | Jerebaldo1 | Note Added: 0016068 | |
Oct 12, 2011 11:00 am | Chris_McElligottPark | Note Added: 0016462 | |
Oct 12, 2011 11:00 am | Chris_McElligottPark | Status | assigned => resolved |
Oct 12, 2011 11:00 am | Chris_McElligottPark | Fixed in Version | => 0.523 |
Oct 12, 2011 11:00 am | Chris_McElligottPark | Resolution | open => fixed |
Oct 12, 2011 11:01 am | tigersfan | Note Added: 0016464 | |
Oct 12, 2011 11:02 am | Chris_McElligottPark | Note Added: 0016465 | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |