Processes to go through when balancing weapons
<div class="IPBDescription">Jaime Greisemer from Bungie talks a lot of sense</div><a href="http://doublebuffered.com/2010/03/14/gdc-2010-design-in-detail-changing-the-time-between-shots-for-the-sniper-rifle-from-0-5-to-0-7-seconds-for-halo-3/" target="_blank">http://doublebuffered.com/2010/03/14/gdc-2...nds-for-halo-3/</a>
Sadly this is just some notes that someone grabbed, but it captures the important bits.
I do have the PDF if anyone wants a read, it's pretty good stuff (if a bit waffly at the beginning).
Sadly this is just some notes that someone grabbed, but it captures the important bits.
I do have the PDF if anyone wants a read, it's pretty good stuff (if a bit waffly at the beginning).
Comments
I almost chucked at the "because you should never change anything less than 10%. Players won’t notice it at all, and a balance problem has to be fairly big to be noticeable in the first place. Overshoot and then come back if you can." I typically hear it's sometimes better to do a +100%/-50% system on the first try so that it becomes extremely apparent what you just did and how it screws with everything else.
And yes, I'd like a full version plz.
And by linky, this is a great article to read as well:
<a href="http://doublebuffered.com/2010/06/08/why-cant-i-jump-the-perils-of-player-autonomy/" target="_blank">http://doublebuffered.com/2010/06/08/why-c...layer-autonomy/</a>
whole body radiation, STAT! if it kills him, then we'll know we were wrong :/
+1