#Balancing Feedback - Items and Turns + Custom Games

1 messages · Page 1 of 1 (latest)

jagged bobcat
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Hey, after a(n admittedly heated) buckshot roulette game, some ideas came in mind to help balance things, due to the fact that you can win purely based on item luck.

Balancing part of the Suggestion

  • Having a setting, where each turn a random weight (~10-16 etc.) and amount of items gets pulled, for example: 4 items weighing 12 total.

    • Each individual item has a weight associated to it: An inverter would be 2, a magnifying glass would be 5, a beer would be 2, smokes would be 5 etc. Each player gets exactly the amount of items pulled each shotgun refill, and exactly the same weight. This helps somewhat mitigate the issue of someone drawing 2 smokes, a magnifying glass and totally owning the board based on sheer luck, as everyone's items are worth roughly the same. Some tinkering and further feedback from other players would be required, and a setting to adjust weights and item counts would be neat.
  • An item which lets you cheat the RNG a little bit, by letting you order a specific item next shotgun refill (adding or not adding to the aforementioned weight based on a setting, defaults to adding to the weight). This item can only be pulled only once per round, per player.

  • Limiting the use of Adrenaline shots to 1/turn would be appreciated, as we noticed whoever gets the most Adrenaline shots easily wins the game, as it's both a perk for you and a drawback to whoever you just stole from.

  • In multiplayer, more health should be a thing. When you have a round of 3 energy, you can easily wipe someone off the board without them even getting a chance to do anything about it.

  • Each refill, whoever starts should be randomized UNLESS someone shot the last blank, making it their turn.

Custom Game part of the Suggestion

Letting you pick out some settings would be interesting, for example:

  • Guaranteeing [x] energy each round, where x is a number from 3 to 5 (or more if the displays are adjusted?).
  • Disabling or Enabling certain items or limiting their uses per round
  • Disabling or Enabling randomized turns each shotgun refill
  • Adjusting the weight system, from the items pulled to weights each turn.

I would greatly appreciate feedback on this, thank you!
-# and totally not writing this because I'm salty I lost to items twice despite being better off and got double tapped without a turn in the same game

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if the things are unclear please ask for clarification, I'm writing this at nearly 2am with a headache lol

honest mirage
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probably from getting your brains blown out

jagged bobcat
pseudo bane
jagged bobcat
vocal heath
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There are too many items, and I don't know who my opponent is when there are four players.

jagged bobcat
vocal heath
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I need old version background music

bright crater
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About balancing items for all players by adding weight for each item - a brilliant idea of ​​how to finally balance the players' receipt of items before the round. I was simply amazed by your idea! I hope that in the future, dear Mike will add something similar to the game, since the balance in players' drawing items is absolutely not there...

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And yes, 5 hp is the minimum health that all players should always have. 3 hp is literally death from two shots, with a saw and without it..

green cargo
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i feel like theres too big of a starting advantage (especially in 1v1)
one way of mitigating this could be to give non starting players +1 hp

jagged bobcat