#Additive vs Multiplicative stat changes

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tender tusk
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A bit of a design question more than anything

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but how would you guys approach using additive vs multiplicative stat changes

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heres how i see it personally

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Additive changes work by adding or subtracting a set number. positive additive changes keep the game balanced because they are predictable. But negative additive changes can be very hard on a player because subtracting a flat amount can take a stat all the way down to zero quickly

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however

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multiplicative changes work by using a percentage. these buffs take more time to get strong at first. negative multiplicative changes feel more fair because they reduce your stats by a fraction instead of a flat amount which usually leaves you with some of your stat left. But the same applies to positive changes, meaning getting stronger gets a lot slower

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so whats the best approach here? Use a mix of both? For negative stat changes use multiplicative and for positive use additive ones?

safe sleet
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i think you can use multiplicative on the positive too

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a lot of games do this

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and if balanced correctly it works very well

tender tusk
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I know but i personally dislike the ambiguity of what can happen when youre given a stat change

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if you have 100 health

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and your health is increased by 20% once

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thats 120 hp

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but then when its increased by another 20%, thats not 140, its 144

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with additive implementation this is a lot simpler and easier to keep a track off in general

safe sleet
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why it's 144?

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it should be 140

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you normally keep the multiplier separate from the base value

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and add the multipliers together and then apply the resulting one

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so +40% hp will be 140 in this case

tender tusk
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not 140

tender tusk
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add

safe sleet
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oh, i tought adding you meant not with percentages

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lol

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but yeah, then your choice for the negative

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they can either decrease the total multiplier

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or act on the final multiplied number

tender tusk
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well currently im doing the same thing but i have a cap

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so it doesnt get too crazy too fast

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its the simpler way and im torn between keeping it as is or changing it

safe sleet
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what is your game, and how do you apply those stats

tender tusk
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Wave based horde shooter, with rougelike stat boosts and upgrades

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Stats change either via player skills or weapon perks

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sometimes permament buffs, sometimes temporary

safe sleet
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i think you can subtract the debuff percentage to the total multiplier then

tender tusk
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I think so too

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Ill try it out

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was just wondering if there was some "highly acceptable" approach people typically used

safe sleet
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i've seen this approach used by many games

tender tusk
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who would have thought despite everything, game balance was going to be the annoying part of this entire project

safe sleet
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it always is, lol

tender tusk
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i was excited to finally lay the groundworks for the game and start with the "fun stuff" but holy shit balancing is becoming a nightmare very quickly

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i have like 20 different excel sheets

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Dont even know anymore lol, its just a shit ton of testing and trial and error

safe sleet
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i guess this is where AI could help a bit tbh

tender tusk
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Eh, the little i tried it was useless

safe sleet
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ah, f

tender tusk
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it really is just keeping track of how everything interacts

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it can get out of hand but the foundation i have for the balance is still flimsy

safe sleet
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you could send the game to a few beta testers too

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and ask their opinions

tender tusk
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Im not even close to an alpha release lol