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Difference between revisions of "Template:Balancing"

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The sixty four (64) [[Classes|classes]] are partitioned into eight primary [[Archetypes|archetypes]]. [[Game balance|Balancing]] of [[Active skills|active skills]] only relates to these eight primary archetypes.{{interview|20 October 2018|2h40m17|x55xkOprpUo}}
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* [[Game balance|Balancing]] in [[Ashes of Creation]] is [[Group dynamics|group focused]] not based on 1v1 [[Combat|combat]].{{livestream|2023-12-19|1h25m16|L5DeC8wIcuM}}{{livestream|2020-10-30|33m26|ndtjwBxhwtw}}{{podcast|2018-04-23|59m28|Xg2l6DJgHV0}}
* There are four primary groups of [[Augments|augments]] assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.{{interview|20 October 2018|2h40m17|x55xkOprpUo}}
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** 1v1 matchups will have a [[wikipedia:Rock paper scissors#Analogues in game design|rock-paper-scissors]] dynamic, where one class will be superior to another.{{livestream|2023-12-19|1h25m16|L5DeC8wIcuM}}{{podcast|2018-04-23|59m28|Xg2l6DJgHV0}}
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: ''There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.''{{podcast|2018-04-23|59m28|Xg2l6DJgHV0}}{{ndash|[[Steven Sharif]]}}
  
<blockquote>''Balancing is such an important aspect of this class system that we want to make sure that there's a role to be had for every possible combination.''{{livestream|24 May 2017|35m11|KCr9yh2Y97I}}{{ndash|[[Steven Sharif]]}}</blockquote>
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* Several factors are at play when balancing [[Combat|combat]] [[Skills|skills]].{{livestream|2023-12-19|1h23m00|L5DeC8wIcuM}}
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: ''Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.''{{livestream|2023-12-19|1h23m00|L5DeC8wIcuM}}{{ndash|[[Steven Sharif]]}}
  
<blockquote>''You don't make 64 classes for four to be played.''{{livestream|24 May 2017|35m11|KCr9yh2Y97I}}{{ndash|[[Peter Pilone]]}}</blockquote>
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* [[Alpha-1 testing]] was focused on core functionality rather than [[Combat balance|combat balance]].{{livestream|2021-05-28|1h13m05|8HeiXYLpP3I}}
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* [[Alpha-2 testing]] will begin to focus on balancing once populations and [[Encounters|encounters]] have been put in place and are deep in testing.{{livestream|2023-12-19|1h25m16|L5DeC8wIcuM}}{{livestream|2022-12-02|1h05m51|I_LhGxdKBNQ}}
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: ''When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.''{{livestream|2023-12-19|1h25m16|L5DeC8wIcuM}}{{ndash|[[Steven Sharif]]}}
  
[[Game balance|Balancing]] in [[Ashes of Creation]] is "[[Group dynamics|group focused]]".{{podcast|23 April 2018|59m28|Xg2l6DJgHV0}}
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* The sixty four (64) [[Classes|classes]] are partitioned into eight primary [[Archetypes|archetypes]]. [[Game balance|Balancing]] of [[Active skills|active skills]] only relates to these eight primary archetypes.{{livestream|2020-10-30|33m26|ndtjwBxhwtw}}{{interview|2018-10-20|2h40m17|x55xkOprpUo}}
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** There are four primary groups of [[Augments|augments]] assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.{{podcast|2021-09-29|30m04|FkWLLLOlm2E}}{{livestream|2021-06-25|1h05m01|h7DnCgSoMkw}}{{interview|2020-07-18|1h05m04|8AeuqaELjFg}}{{interview|2018-10-20|2h40m17|x55xkOprpUo}}{{livestream|2018-02-9|41m56|w8eehrdIIXI}}
  
<blockquote>''There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.''{{podcast|23 April 2018|59m28|Xg2l6DJgHV0}}{{ndash|[[Steven Sharif]]}}</blockquote>
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{{Update}}
 
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* Certain [[Secondary archetypes|secondary archetypes]] are capable of "bridging the gap" between their counterpart.{{podcast|2018-04-23|1h01m01|Xg2l6DJgHV0}}
Certain secondary [[Archetypes|archetypes]] are capable of "bridging the gap" between their counterpart.{{podcast|23 April 2018|1h01m01|Xg2l6DJgHV0}}
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: ''Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.''{{livestream|2020-10-30|33m26|ndtjwBxhwtw}}{{ndash|[[Steven Sharif]]}}
 
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: ''Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.''{{podcast|2018-04-23|1h01m01|Xg2l6DJgHV0}}{{ndash|[[Steven Sharif]]}}
<blockquote>''Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.''{{podcast|23 April 2018|1h01m01|Xg2l6DJgHV0}}{{ndash|[[Steven Sharif]]}}</blockquote>
 

Latest revision as of 19:55, 2 January 2024

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[3]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[4]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[1]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[2]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[12]Steven Sharif
  1. 1.0 1.1 1.2 1.3 Livestream, December 19, 2023 (1:25:16).
  2. 2.0 2.1 2.2 Livestream, October 30, 2020 (33:26).
  3. 3.0 3.1 3.2 Podcast, April 23, 2018 (59:28).
  4. 4.0 4.1 Livestream, December 19, 2023 (1:23:00).
  5. Livestream, May 28, 2021 (1:13:05).
  6. Livestream, December 2, 2022 (1:05:51).
  7. 7.0 7.1 Interview, October 20, 2018 (2:40:17).
  8. Podcast, September 29, 2021 (30:04).
  9. Livestream, June 25, 2021 (1:05:01).
  10. Interview, July 18, 2020 (1:05:04).
  11. Livestream, February 9, 2018 (41:56).
  12. 12.0 12.1 Podcast, April 23, 2018 (1:01:01).