#I m working on a game where the player s
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have you considered implementing diminishing returns into your stats and attributes? Also If you haven't created a spreadsheet that can list and store all your RNG and items and stats / leveling that might be helpful configuring your min and max ranges as well as specific items. Then make a build tool to read your saved spreedsheet which then should generate scriptable objects which are used to control your game systems using stats and items etc..
Is this something like a rogue-like you guys are developing? If that's case, for every new run just choose a subset of upgrades your player will be presented with. For example, in the first run, the player is presented with upgrades to life steal, damage bonus, and health upgrades, and on the second run, the player will be able to choose upgrades to healing, attack speed, movement upgrades and so on...
Thats a great suggestion and excellant way to solve some of the balance and gate issues when it comes to OP gear
On the other hand, to keep the player from becoming too OP, introduce enemy difficulty scaling. For every upgrade your player gets, increase enemies' hp/attack/speed(or whatever) by some amount
I have implemented enemy hp & damage scaling with player level.
This helped a lot to keep the game balanced.
You can do this subtly, or inform your player, really depends on what kind of game you are building.
I would also suggest to make sure that enemy scaling does not directly devalue the upgrade player chose. For example, if your player chose an upgrade to HP, then you should avoid increasing enemies' attack output outright, because then the player will not feel the difference
I'm thinking of replacing the available upgrades on weapons, as those same effects are boosted by artifacts, with damage-only upgrades. So instead of having 4 types of upgrades to choose from, a highly upgraded player might only have one upgrade option, damage.
It would still allow e.g. 5 upgrades per weapon, allowing a level 1 - 5 weapon.
It would incentivize upgrading via artifacts first (if the opportunity presents), so you can max the damage on your weapons.
Thanks for your input so far.
It is a bit hard to imagine what all these numbers you are giving us mean, but the other person in this chat also gave very decent advise. You need to create a spread sheet, in which you could easily access and control all the ranges/numbers you have in your systems
I'm working on a game with similar mechanics to Vampire Survivors, but it's co-op multiplayer.