WEBVTT 1 00:00:05.620 --> 00:00:09.800 Game Advanced Balancing Action RPG Combat, Progression, and Economy 2 00:00:09.800 --> 00:00:12.071 GCC Academy 3 00:00:27.470 --> 00:00:28.830 Hello, everyone 4 00:00:28.830 --> 00:00:32.260 I am Park Hyung-seon, in charge of Action RPG Balance and Game Design 5 00:00:32.260 --> 00:00:35.400 Today, we will learn about balancing 6 00:00:35.401 --> 00:00:39.264 action RPG combat, progression, and economy 7 00:00:40.000 --> 00:00:43.960 We will start by balancing the combat in an action RPG to make it engaging 8 00:00:43.960 --> 00:00:47.060 Then, we will adjust the progression balance accordingly 9 00:00:47.060 --> 00:00:52.180 Following that, we will balance rewards and the in-game economy to match the progression balance 10 00:00:52.622 --> 00:00:56.582 MORPG Balancing Concepts and Order 11 00:00:57.440 --> 00:01:00.780 Today, we will begin the lecture on balance 12 00:01:02.400 --> 00:01:07.880 First, I will explain the overall concept of balance 13 00:01:09.188 --> 00:01:15.840 In games, balance refers to adjusting numerical values to maintain fairness and engagement 14 00:01:16.460 --> 00:01:21.380 You can see various graphs displayed on the screen 15 00:01:22.419 --> 00:01:25.239 These graphs represent such as 16 00:01:25.239 --> 00:01:26.341 y = x 17 00:01:26.341 --> 00:01:27.291 y = x² 18 00:01:27.739 --> 00:01:29.300 y = x³ 19 00:01:29.301 --> 00:01:31.859 sin(x), cos(x), tan(x) 20 00:01:31.900 --> 00:01:33.560 1/x, and so on 21 00:01:33.998 --> 00:01:35.758 These are all the types 22 00:01:36.720 --> 00:01:39.720 These people are stretching their arms outward 23 00:01:40.600 --> 00:01:44.440 Some extend their arms diagonally, 24 00:01:44.780 --> 00:01:47.420 while others reach upward 25 00:01:48.300 --> 00:01:50.060 This is all mathematics at work 26 00:01:50.400 --> 00:01:55.580 Mathematical formulas allow us to create various balance curves 27 00:01:56.320 --> 00:01:59.240 So, what does this mean in game balancing? 28 00:02:00.160 --> 00:02:02.420 It means we can use equations to structure game balance 29 00:02:03.040 --> 00:02:05.160 If we understand the underlying equations, 30 00:02:05.161 --> 00:02:07.362 we can graph balance curves to automate calculations 31 00:02:08.000 --> 00:02:10.441 With balance graphs, 32 00:02:10.441 --> 00:02:13.101 we can automate numerical adjustments 33 00:02:13.540 --> 00:02:18.960 So manually inputting all balancing values is impossible 34 00:02:19.600 --> 00:02:21.340 So instead, 35 00:02:21.341 --> 00:02:24.141 we use quadratic and cubic equations 36 00:02:24.141 --> 00:02:28.110 to structure balance mathematically and systematically 37 00:02:28.110 --> 00:02:29.920 This allows for automated adjustments 38 00:02:30.620 --> 00:02:32.840 and makes balance much easier to handle 39 00:02:32.840 --> 00:02:36.040 Now, let’s get started with practical applications 40 00:02:39.480 --> 00:02:41.060 These are balance equation samples 41 00:02:42.320 --> 00:02:43.260 X values 42 00:02:43.261 --> 00:02:44.712 y = x 43 00:02:45.140 --> 00:02:46.360 y = x² 44 00:02:46.360 --> 00:02:47.500 y = x³ 45 00:02:48.052 --> 00:02:49.072 y = sin(x) 46 00:02:49.073 --> 00:02:50.912 y = cos(x), tan(x) 47 00:02:50.912 --> 00:02:55.072 Various functions can generate different balance curves 48 00:02:55.492 --> 00:02:59.520 For example, when x-values range from 1 to 20, 49 00:02:59.520 --> 00:03:03.868 the corresponding balance values are calculated automatically 50 00:03:05.348 --> 00:03:10.560 Let’s examine balance design 51 00:03:10.560 --> 00:03:13.900 through a smartphone MORPG example 52 00:03:14.840 --> 00:03:16.640 Play Level Design 53 00:03:17.080 --> 00:03:19.740 Economic Balance 54 00:03:20.120 --> 00:03:23.640 and Progression Balance, in that order 55 00:03:24.500 --> 00:03:28.500 Play level design is about constructing stages, 56 00:03:28.940 --> 00:03:32.120 placing monsters within the stage, 57 00:03:32.520 --> 00:03:35.320 defining character stats, 58 00:03:35.660 --> 00:03:39.620 and setting item attributes 59 00:03:40.000 --> 00:03:43.620 Economic balance is about acquisition and 60 00:03:44.040 --> 00:03:45.360 spending of in-game currency, 61 00:03:45.814 --> 00:03:49.254 that of of premium currency, such as cash items, 62 00:03:49.254 --> 00:03:50.940 and entry currency 63 00:03:51.620 --> 00:03:53.980 for dungeons and special stages 64 00:03:54.480 --> 00:03:57.441 Progression balance is about item-based growth mechanics, 65 00:03:57.681 --> 00:04:01.361 EXP gains from battles and quests, and overall player advancement system 66 00:04:01.941 --> 00:04:06.280 Now, why do we structure balance this way? 67 00:04:07.480 --> 00:04:13.260 We focus on three aspects: play level design, economic balance, and progression balance 68 00:04:14.800 --> 00:04:19.080 We use MORPG balancing principles 69 00:04:19.080 --> 00:04:22.940 because RPG mechanics are fundamental to game design 70 00:04:22.940 --> 00:04:28.380 Once we establish RPG balance, other genres like puzzle or simulation games 71 00:04:28.380 --> 00:04:30.600 become much easier to balance 72 00:04:31.020 --> 00:04:35.300 Because RPGs require combat balancing, 73 00:04:35.300 --> 00:04:40.340 while games like SNGs or puzzle games do not 74 00:04:40.340 --> 00:04:45.300 For those , balancing primarily focuses on economy and progression systems 75 00:04:45.880 --> 00:04:48.640 However, in RPGs, combat balancing must come first 76 00:04:48.640 --> 00:04:52.520 Creating an engaging combat experience requires 77 00:04:52.700 --> 00:04:54.500 play level design and combat balancing 78 00:04:54.700 --> 00:04:58.700 Only then, we can move on to economic and progression balancing 79 00:04:59.180 --> 00:05:01.881 The first step in balancing is deciding 80 00:05:01.881 --> 00:05:04.422 how to make the game fun, 81 00:05:04.802 --> 00:05:06.640 in quantitative terms 82 00:05:07.039 --> 00:05:08.800 This is closely tied to level design, 83 00:05:08.800 --> 00:05:12.000 including how monsters are placed, 84 00:05:12.360 --> 00:05:14.240 how stages and maps are structured, 85 00:05:14.240 --> 00:05:16.704 and much more 86 00:05:16.704 --> 00:05:19.780 Setting character attributes correctly, 87 00:05:19.780 --> 00:05:22.020 along with proper item values, 88 00:05:22.400 --> 00:05:24.310 is critical in terms of being fun 89 00:05:24.678 --> 00:05:26.440 This is why play level design 90 00:05:26.440 --> 00:05:28.880 and combat balancing come first 91 00:05:29.621 --> 00:05:32.261 Next, we must determine 92 00:05:32.941 --> 00:05:38.900 how much in-game currency players can earn and spend 93 00:05:39.480 --> 00:05:41.220 in economic balancing 94 00:05:41.221 --> 00:05:44.861 Since most games operate as a business, 95 00:05:45.261 --> 00:05:47.760 monetization strategies must be integrated 96 00:05:47.760 --> 00:05:49.560 So games are businesses 97 00:05:50.368 --> 00:05:51.368 Because of this, 98 00:05:52.000 --> 00:05:55.020 games include cash items and in-game purchases 99 00:05:55.020 --> 00:05:58.460 Players must feel a sense 100 00:05:58.461 --> 00:06:02.720 of progression and achievement in spending money 101 00:06:02.980 --> 00:06:05.360 Thus, economic balancing involves: 102 00:06:06.052 --> 00:06:09.892 How much free in-game currency, 103 00:06:09.892 --> 00:06:14.320 like gold, is distributed 104 00:06:14.540 --> 00:06:17.320 And within the game, it is crucial to determine 105 00:06:17.320 --> 00:06:20.600 how much of these free resources players will use 106 00:06:20.920 --> 00:06:22.860 Thus, we must carefully balance these values 107 00:06:23.720 --> 00:06:27.120 Similarly, we need to design how premium items work 108 00:06:27.120 --> 00:06:28.420 When players 109 00:06:28.736 --> 00:06:31.116 charge cash into the game, 110 00:06:31.640 --> 00:06:34.820 what items can they purchase? 111 00:06:35.120 --> 00:06:38.180 How do these items provide benefits, 112 00:06:38.181 --> 00:06:40.083 like stronger performance, 113 00:06:40.083 --> 00:06:43.160 better aesthetics, or utility? 114 00:06:43.700 --> 00:06:47.020 We must carefully plan the functionality, 115 00:06:47.021 --> 00:06:48.741 pricing, and item composition 116 00:06:49.360 --> 00:06:51.000 Now, moving on with entry resource 117 00:06:51.260 --> 00:06:55.940 While infinite playtime may seem ideal, 118 00:06:56.320 --> 00:06:59.420 there are limits to how much content can be produced 119 00:07:00.120 --> 00:07:03.260 For example, an RPG 120 00:07:03.260 --> 00:07:05.640 requires graphics, 121 00:07:05.641 --> 00:07:07.521 like characters, and monsters 122 00:07:08.000 --> 00:07:09.971 So it requires graphic resources 123 00:07:09.971 --> 00:07:13.780 and a variety of client and server development resources 124 00:07:14.080 --> 00:07:16.700 However, unlimited content creation isn't feasible 125 00:07:16.700 --> 00:07:18.420 This is why, 126 00:07:18.420 --> 00:07:22.920 systemic limitations are introduced 127 00:07:22.921 --> 00:07:23.701 In RPGs, 128 00:07:24.000 --> 00:07:26.880 entry resources are typically given in daily limits 129 00:07:27.200 --> 00:07:29.040 For example, a player might receive 130 00:07:29.735 --> 00:07:32.419 10 dungeon entry tickets per day 131 00:07:32.947 --> 00:07:34.840 Once used up, players must either 132 00:07:35.160 --> 00:07:39.260 wait for automatic regeneration, or purchase 133 00:07:39.260 --> 00:07:41.880 additional attempts with premium currency 134 00:07:41.881 --> 00:07:44.292 This system encourages 135 00:07:44.952 --> 00:07:48.000 consistent daily play 136 00:07:48.000 --> 00:07:51.220 instead of binge consumption 137 00:07:51.440 --> 00:07:52.960 Without such limits, 138 00:07:53.293 --> 00:07:57.413 players could play excessively, like 15+ hours per day, 139 00:07:57.413 --> 00:07:58.860 consume all available content, 140 00:07:58.860 --> 00:08:02.181 and quit after they are done 141 00:08:02.721 --> 00:08:04.260 This is not the desirable result 142 00:08:04.260 --> 00:08:06.440 To prevent this, games design entry resources 143 00:08:06.441 --> 00:08:08.639 to guide player engagement over time 144 00:08:08.639 --> 00:08:10.220 That's why entry resource is needed 145 00:08:10.562 --> 00:08:15.180 So how much of it should be given? 146 00:08:15.180 --> 00:08:18.900 For instance, when used up, 147 00:08:18.900 --> 00:08:21.440 regenerate 1 ticket every 10 minutes? 148 00:08:21.441 --> 00:08:24.374 Or, sell additional entries as cash items? 149 00:08:24.374 --> 00:08:26.120 These factors shape the decision 150 00:08:26.440 --> 00:08:30.980 In fact, these are what constitutes the economic balancing 151 00:08:31.920 --> 00:08:35.320 Now, moving on with progression balancing 152 00:08:35.600 --> 00:08:39.360 When players spend gold or premium currency, 153 00:08:39.360 --> 00:08:41.541 how much experience should they gain? 154 00:08:41.541 --> 00:08:44.625 How should clearing dungeons reward experience? 155 00:08:45.445 --> 00:08:46.820 For these, 156 00:08:47.220 --> 00:08:49.500 how quickly can free-to-play players level up? 157 00:08:49.501 --> 00:08:55.320 How much faster is paid progression? 158 00:08:55.700 --> 00:08:58.260 Also, with purchases, 159 00:08:58.260 --> 00:09:02.180 what is the ideal level-up timeframe? 160 00:09:02.440 --> 00:09:04.340 Clear progression goals must be established 161 00:09:04.620 --> 00:09:10.220 Progression balancing is often determined through comparisons 162 00:09:10.220 --> 00:09:13.740 For example, if a player plays for one hour per day, 163 00:09:13.740 --> 00:09:18.400 they should reach level 30 in approximately 30 days 164 00:09:18.400 --> 00:09:20.460 Such baseline expectations must be set 165 00:09:20.700 --> 00:09:23.860 Similarly, in economic balancing, if a player spends 300,000 won, 166 00:09:24.400 --> 00:09:27.440 progression that would normally take 10 days 167 00:09:28.000 --> 00:09:31.840 should be accelerated to 3 days, shortening the grind by 7 days 168 00:09:31.840 --> 00:09:35.620 These clear numerical benchmarks 169 00:09:35.620 --> 00:09:40.460 help define the balancing framework before fine-tuning specific values 170 00:09:40.700 --> 00:09:43.660 Thus, the balancing target is first established, 171 00:09:44.000 --> 00:09:47.400 and then reverse calculations adjust the numerical values accordingly 172 00:09:51.392 --> 00:09:53.220 Now, let’s go over the balancing process 173 00:09:54.420 --> 00:09:56.380 Total attack power of allied units 174 00:09:56.780 --> 00:09:58.300 Total HP of enemy units 175 00:09:58.844 --> 00:10:00.504 Total attack power of enemy units 176 00:10:00.880 --> 00:10:02.880 And total HP of allied units, in that order 177 00:10:03.560 --> 00:10:06.800 That's how we design the combat balancing 178 00:10:08.000 --> 00:10:12.616 Again, the goal is to fine-tune 179 00:10:13.180 --> 00:10:17.660 numerical values to ensure enjoyable combat 180 00:10:18.420 --> 00:10:23.640 Thus, before setting the numbers, 181 00:10:23.640 --> 00:10:27.340 we must first establish a combat balancing standard 182 00:10:28.560 --> 00:10:32.000 Step by step, let’s use a 60-second timeframe as the basis 183 00:10:32.000 --> 00:10:33.280 Total attack power of allied units 184 00:10:33.714 --> 00:10:38.014 with basic attacks and skills determines the total HP of enemy units 185 00:10:38.114 --> 00:10:42.320 That way, it distributes HP across bosses and regular mobs 186 00:10:42.680 --> 00:10:45.440 Based on how many hits the enemy can withstand, 187 00:10:45.440 --> 00:10:48.480 we get the enemy survival time 188 00:10:48.920 --> 00:10:52.400 Then, we get enemy’s number of attacks within survival time 189 00:10:53.120 --> 00:10:56.400 Then, enemy attack frequency, 190 00:10:56.880 --> 00:10:58.660 boss attack frequency, 191 00:10:59.148 --> 00:11:00.880 mob attack power, 192 00:11:01.000 --> 00:11:03.640 and boss attack power can be determined 193 00:11:04.180 --> 00:11:06.780 That's how we get the total enemy attack power 194 00:11:06.781 --> 00:11:09.201 within this 60 seconds 195 00:11:09.821 --> 00:11:13.400 Once we have the enemy attack power, 196 00:11:13.620 --> 00:11:16.460 we can calculate the allied unit HP 197 00:11:16.460 --> 00:11:19.040 That's the order of designing it 198 00:11:19.380 --> 00:11:20.700 Once again, 199 00:11:20.700 --> 00:11:22.158 total attack power of allied units 200 00:11:22.736 --> 00:11:24.196 Total HP of enemy units 201 00:11:25.240 --> 00:11:26.920 Total attack power of enemy units 202 00:11:26.920 --> 00:11:28.841 And total HP of allied units 203 00:11:29.541 --> 00:11:32.580 Each is set through comparing with other aspects 204 00:11:33.740 --> 00:11:36.940 The total attack power of allied units 205 00:11:37.180 --> 00:11:44.800 refers to the maximum damage that can be dealt 206 00:11:46.660 --> 00:11:47.640 For example, 207 00:11:49.260 --> 00:11:50.740 we calculate this based on time 208 00:11:51.096 --> 00:11:52.316 Over one minute, 209 00:11:53.260 --> 00:11:56.940 if a player uses basic attacks and skills optimally, 210 00:11:56.941 --> 00:12:01.141 the maximum possible attack power 211 00:12:01.380 --> 00:12:04.300 that they can achieve is measured 212 00:12:05.240 --> 00:12:07.380 Once this number is determined, 213 00:12:07.380 --> 00:12:09.860 we now have a fixed value for the allies attack power 214 00:12:09.861 --> 00:12:12.107 Assuming that the player 215 00:12:12.747 --> 00:12:15.320 performs optimally over one minute, 216 00:12:15.520 --> 00:12:17.440 how much damage can they inflict? 217 00:12:17.440 --> 00:12:20.073 This is the maximum value we're assuming 218 00:12:20.893 --> 00:12:22.260 Now, what's next? 219 00:12:23.080 --> 00:12:24.500 After that one minute, 220 00:12:24.500 --> 00:12:28.320 after one minute has passed, 221 00:12:29.740 --> 00:12:31.940 let's say we get the number 3000 222 00:12:32.240 --> 00:12:36.080 Then, optimally, for three minutes, it is 9000 223 00:12:36.880 --> 00:12:39.620 The total attack power of allied units is established 224 00:12:40.300 --> 00:12:45.740 Now, let’s say the game must end within three minutes 225 00:12:45.740 --> 00:12:48.660 Let's say this is the baseline 226 00:12:48.660 --> 00:12:51.180 Three minutes is optimal for a game, 227 00:12:51.180 --> 00:12:54.760 because one minute is too fast 228 00:12:54.761 --> 00:12:59.200 and five, seven, or ten minutes are too long 229 00:12:59.820 --> 00:13:01.580 So for the optimal game flow, 230 00:13:01.581 --> 00:13:04.901 let's say we agreed that three minutes is the best 231 00:13:05.361 --> 00:13:06.920 Then, in those three minutes, 232 00:13:07.600 --> 00:13:11.460 based on 3000 damage within one minute, 233 00:13:12.360 --> 00:13:16.580 the allies can attack 9000 damage in three minutes 234 00:13:17.440 --> 00:13:18.720 Which means, 235 00:13:21.140 --> 00:13:24.140 the total HP for enemy is also 9000 236 00:13:24.360 --> 00:13:26.140 Let me reiterate 237 00:13:26.404 --> 00:13:28.424 Let's say the allies did their best 238 00:13:28.424 --> 00:13:31.280 And the game should end in three minutes 239 00:13:32.940 --> 00:13:34.400 So the allies can attack 9000 damage 240 00:13:34.400 --> 00:13:37.180 That means the enemy has to take that 9000 damage 241 00:13:37.335 --> 00:13:39.019 And now, 242 00:13:40.443 --> 00:13:42.343 excluding aspects like defense power, 243 00:13:42.819 --> 00:13:46.400 attack power equates to diminishing 244 00:13:46.400 --> 00:13:48.180 the enemy HP 245 00:13:48.180 --> 00:13:49.940 That's the way of thinking 246 00:13:49.941 --> 00:13:53.511 So within three minutes, 9000 damage 247 00:13:53.511 --> 00:13:56.040 through basic attack, skills, and everything 248 00:13:56.500 --> 00:13:59.200 All included, the damage adds up to 9000 249 00:13:59.900 --> 00:14:01.460 Then, we have the enemy 250 00:14:01.464 --> 00:14:03.564 including the boss monster, 251 00:14:05.120 --> 00:14:07.080 and other little mob 252 00:14:07.800 --> 00:14:14.540 And the sum of all HP's should equate to 9000 for a three-minute game 253 00:14:14.940 --> 00:14:15.760 That's how it works 254 00:14:15.760 --> 00:14:18.040 So the total attack power of allies 255 00:14:18.460 --> 00:14:20.760 should equate to the total enemy HP 256 00:14:21.154 --> 00:14:22.554 So there is comparison at work 257 00:14:22.555 --> 00:14:25.574 The total attack power for allies is 9000 for three minutes, 258 00:14:26.074 --> 00:14:29.280 so the total HP for enemy should also be that 259 00:14:29.280 --> 00:14:31.240 This HP should equate to that attack power 260 00:14:31.620 --> 00:14:36.420 But, let's say we have one ally and 30 enemies 261 00:14:37.040 --> 00:14:41.560 Then, dividing 9000 by 30 will give us the HP for each enemy 262 00:14:42.160 --> 00:14:44.320 That's the calculation we do 263 00:14:44.940 --> 00:14:46.520 So first, understand the concept before calculating 264 00:14:46.720 --> 00:14:54.040 There is the same balance between the attack and the HP 265 00:14:54.460 --> 00:14:56.320 Same with the total enemy attack power 266 00:14:57.040 --> 00:14:58.460 with the total allies' HP 267 00:14:58.460 --> 00:14:59.460 The game lasts for three minutes 268 00:14:59.460 --> 00:15:01.860 The enemies will attack the allies, 269 00:15:02.008 --> 00:15:03.008 which is us 270 00:15:03.320 --> 00:15:08.600 Though this isn't for all cases, 271 00:15:08.860 --> 00:15:14.860 let's say that we're simulating an auto-combat 272 00:15:14.860 --> 00:15:18.020 We discovered that the enemies damaged 273 00:15:18.168 --> 00:15:21.228 the allies by 9000 for three minutes 274 00:15:21.560 --> 00:15:23.040 Then, the balance works in the same way 275 00:15:23.040 --> 00:15:27.460 We need 9000 HP to stand through three minutes 276 00:15:28.000 --> 00:15:30.560 So, to have a perfect ratio, 277 00:15:32.480 --> 00:15:36.460 we need to equate the total attack power 278 00:15:36.860 --> 00:15:40.680 of enemies with the total HP of allies 279 00:15:41.020 --> 00:15:44.340 So our total attack power equates to their total HP, 280 00:15:44.820 --> 00:15:47.400 and vice versa 281 00:15:47.400 --> 00:15:53.860 This relationship by comparison achieves the balance 282 00:15:54.040 --> 00:15:55.000 So the order goes, 283 00:15:55.660 --> 00:15:58.380 allies total attack power, 284 00:15:58.574 --> 00:16:00.154 enemy total HP, 285 00:16:00.794 --> 00:16:01.980 enemy total attack power, 286 00:16:02.340 --> 00:16:05.723 and allies total HP, in that order 287 00:16:05.723 --> 00:16:06.923 Does that makes ense? 288 00:16:09.104 --> 00:16:13.264 The Importance of Game Balance 289 00:16:15.396 --> 00:16:20.320 First, let's discuss how damage is calculated based on defense values 290 00:16:20.620 --> 00:16:24.100 We will review this concept again in future lessons too 291 00:16:24.851 --> 00:16:25.771 Damage Calculation Formula 292 00:16:26.606 --> 00:16:27.140 For example, 293 00:16:28.355 --> 00:16:32.340 Damage = (Attack Power × 100) ÷ (100 + Target Defense) 294 00:16:32.820 --> 00:16:35.580 As defense increases, the damage reduction effect also increases 295 00:16:35.581 --> 00:16:37.101 If defense increases 296 00:16:37.320 --> 00:16:40.860 in steps of 0 → 5 → 11 → 17 → 25 → 33, 297 00:16:40.861 --> 00:16:42.823 the corresponding damage values decrease accordingly 298 00:16:43.100 --> 00:16:46.560 At the same time, effective HP is also affected 299 00:16:46.560 --> 00:16:47.960 Since defense increases durability, 300 00:16:47.961 --> 00:16:49.910 the effective HP grows as, 100 → 105 → 111 → 117 → 125 → 133, 301 00:16:49.911 --> 00:16:52.666 gradually increasing 302 00:16:53.010 --> 00:16:56.420 So we're seeing decrease in damage by 0.5 303 00:16:56.421 --> 00:16:57.500 according to this formula 304 00:16:57.500 --> 00:16:58.760 This might feel a bit complex at first, 305 00:16:58.761 --> 00:17:01.261 so we will review this again later in another session 306 00:17:01.800 --> 00:17:06.120 If the incoming damage is 0.5 and my original HP was 100, 307 00:17:06.620 --> 00:17:09.760 then with 100 defense, I block 0.5 damage, 308 00:17:10.240 --> 00:17:13.380 which effectively doubles my HP 309 00:17:13.380 --> 00:17:16.360 Originally, I had 100 HP, but now it's as if I have 200 HP 310 00:17:16.361 --> 00:17:20.281 This happens because I'm blocking half of the damage 311 00:17:20.281 --> 00:17:24.260 If one hit would have killed me before, now it takes two hits to kill me 312 00:17:24.260 --> 00:17:27.540 So, my effective HP is doubled, like from 100 to 200 313 00:17:28.040 --> 00:17:32.040 We'll go over the defense formula again later, 314 00:17:32.740 --> 00:17:35.560 but in general, defense percentage-based reduction 315 00:17:36.227 --> 00:17:39.227 is a widely used concept in RPGs 316 00:17:39.227 --> 00:17:43.540 This method converts defense values into percentage-based damage reduction 317 00:17:43.540 --> 00:17:44.640 This is commonly used in RPGs 318 00:17:48.700 --> 00:17:51.480 Damage Calculation Based on Defense 319 00:17:52.420 --> 00:17:55.280 Let’s go over the most widely used defense formula 320 00:17:55.460 --> 00:17:58.240 that converts defense into damage reduction percentage 321 00:17:59.140 --> 00:18:03.240 Damage Absorption Rate = Defense / (Defense + Defense Constant) 322 00:18:03.240 --> 00:18:06.860 This is one of the most commonly used formulas 323 00:18:07.400 --> 00:18:13.280 It converts defense values into damage absorption values 324 00:18:13.640 --> 00:18:17.820 Here, defense, the X, is the input value in the formula 325 00:18:18.000 --> 00:18:21.140 For example, if a player has 3000 defense, how much damage will they absorb? 326 00:18:21.141 --> 00:18:22.368 This graph can give us the answer 327 00:18:22.620 --> 00:18:25.020 The defense constant is a modifiable variable 328 00:18:25.540 --> 00:18:29.540 By adjusting this value, we can control how the curve behaves 329 00:18:29.680 --> 00:18:33.440 We can input things like 5000, 1000, or 100 330 00:18:34.180 --> 00:18:37.760 However, do not set it to 100 331 00:18:37.760 --> 00:18:40.406 With the value of 100, 332 00:18:41.046 --> 00:18:45.666 the damage absorption increases too rapidly, 333 00:18:46.569 --> 00:18:49.760 causing an imbalance in the game 334 00:18:50.120 --> 00:18:54.560 Instead, 1000 or 5000 are more balanced choices 335 00:18:55.180 --> 00:18:57.240 If you set it to1000, 336 00:18:57.240 --> 00:18:59.560 the formula will yield reasonable values 337 00:18:59.947 --> 00:19:03.107 If you need to work with higher defense values, 338 00:19:03.107 --> 00:19:05.407 like 30,000 or 40,000 defense, 339 00:19:05.727 --> 00:19:07.819 Setting it to 5000 will keep the formula stable 340 00:19:07.820 --> 00:19:09.376 What's important here is this 341 00:19:09.668 --> 00:19:15.820 The formula is Defense / (Defense + Defense Constant) 342 00:19:15.820 --> 00:19:21.140 And it should be between 1000 and 5000 343 00:19:21.260 --> 00:19:24.060 for a balanced game without much trouble 344 00:19:24.480 --> 00:19:28.168 So I recommend using 1000 for the game 345 00:19:28.308 --> 00:19:30.848 However, with something below 1000, 346 00:19:30.848 --> 00:19:32.720 like 100, 347 00:19:33.321 --> 00:19:37.081 defense scaling becomes too steep, leading to imbalance 348 00:19:37.661 --> 00:19:40.820 Here, we have the purple graph, 349 00:19:41.060 --> 00:19:42.880 the green graph, 350 00:19:42.993 --> 00:19:44.633 and the red graph 351 00:19:44.940 --> 00:19:49.420 The purple is the result of entering in 100 352 00:19:49.420 --> 00:19:51.333 With defense = 100, 353 00:19:51.813 --> 00:19:54.980 The defense + the defense constant 354 00:19:55.460 --> 00:19:58.220 makes it scale too aggressively, 355 00:19:58.640 --> 00:20:00.960 like that 0.8 defense we see 356 00:20:01.211 --> 00:20:03.151 It spikes too fast 357 00:20:03.420 --> 00:20:05.480 0.8 for defense means 358 00:20:05.660 --> 00:20:09.800 that you block 80% of the damage 359 00:20:10.240 --> 00:20:14.000 But the green graph is the result of 1000 360 00:20:14.000 --> 00:20:16.080 So even though the defense increases, 361 00:20:16.361 --> 00:20:18.501 it is not as extreme as the purple one 362 00:20:18.640 --> 00:20:25.460 The best-looking curve is the red one, 363 00:20:25.760 --> 00:20:27.700 which uses 5000 364 00:20:28.139 --> 00:20:30.319 5000 makes the curve not too intense 365 00:20:30.319 --> 00:20:34.440 So 5000 is a nice number to go with 366 00:20:34.440 --> 00:20:36.600 I say 1000 is alright as well 367 00:20:36.850 --> 00:20:39.230 So here, this 0.6 means this 368 00:20:39.680 --> 00:20:42.000 When the attack damage received is 1000, 369 00:20:42.000 --> 00:20:44.820 60% of it will be defended 370 00:20:44.940 --> 00:20:46.980 So with 1000 damage, 371 00:20:47.449 --> 00:20:48.809 600 will be blocked 372 00:20:49.280 --> 00:20:52.060 with the defense, and you will only get 400 damage 373 00:20:52.061 --> 00:20:53.883 So it is damage absorption, 374 00:20:53.883 --> 00:20:56.080 literally absorbing the damage 375 00:20:56.376 --> 00:21:00.540 So we get percentages like 0.6 or 0.7 376 00:21:00.840 --> 00:21:03.560 0.6 for the enemy defense 377 00:21:04.301 --> 00:21:06.561 means blocking 60%, 378 00:21:06.901 --> 00:21:09.920 like blocking 600 out of 1000 damage, 379 00:21:09.920 --> 00:21:13.220 so getting only 400 damage in the end 380 00:21:15.600 --> 00:21:18.700 Also, as I will explain later, 381 00:21:18.700 --> 00:21:21.040 if we use a cubic equation 382 00:21:21.040 --> 00:21:24.800 for experience point calculations, 383 00:21:24.800 --> 00:21:29.620 you can freely adjust values and create graphs accordingly 384 00:21:29.620 --> 00:21:31.940 For example, if you want to set up level progression 385 00:21:32.096 --> 00:21:33.356 up to level 50, 386 00:21:34.000 --> 00:21:36.980 manually entering each experience point value in Excel 387 00:21:37.380 --> 00:21:39.720 like from 1 to 50,000 388 00:21:39.720 --> 00:21:42.240 and decide to change the balance later 389 00:21:42.460 --> 00:21:46.460 would be highly inefficient 390 00:21:46.760 --> 00:21:49.440 Instead, by using a cubic function, 391 00:21:49.740 --> 00:21:52.640 where x-values are 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 392 00:21:52.641 --> 00:21:56.761 the experience table is automatically generated 393 00:21:56.941 --> 00:22:09.640 For example, you could use the equation: y = 1.1103x³ - 27.976x² + 223.75x - 339.89, 394 00:22:09.860 --> 00:22:13.140 you can input 1 to 10, 395 00:22:13.280 --> 00:22:15.680 like as you see, 1, 2, 3, 5, 7, 9, and on, 396 00:22:16.020 --> 00:22:20.020 then the required experience values are automatically adjusted 397 00:22:20.580 --> 00:22:24.260 However, if you change the value 1.1103 398 00:22:24.450 --> 00:22:28.250 to 3.1103, the values will increase significantly 399 00:22:28.810 --> 00:22:32.100 Similarly, adjusting the coefficients 400 00:22:32.273 --> 00:22:34.993 in front of the second or third term 401 00:22:34.993 --> 00:22:39.480 affects how steeply the graph ascends 402 00:22:39.480 --> 00:22:43.420 or whether it ascends more gradually 403 00:22:43.420 --> 00:22:46.691 By automating formulas in this way, 404 00:22:46.691 --> 00:22:48.911 you can control the graph’s behavior 405 00:22:51.380 --> 00:22:55.080 For example, using this method, 406 00:22:55.600 --> 00:22:59.140 you can control enemy attack power through polynomial functions 407 00:22:59.920 --> 00:23:03.080 The same applies to enemy HP scaling 408 00:23:06.000 --> 00:23:09.700 The base defense can be defined using a cubic equation 409 00:23:10.760 --> 00:23:13.400 Now, let’s discuss ally defense values 410 00:23:14.160 --> 00:23:15.760 When it comes to ally defense, 411 00:23:16.320 --> 00:23:20.861 there are multiple armor slots available for equipping gear 412 00:23:20.861 --> 00:23:21.861 For example, 413 00:23:23.300 --> 00:23:26.500 just as players equip weapons like swords for attacking, 414 00:23:26.680 --> 00:23:30.600 defensive gear consists of multiple components 415 00:23:31.320 --> 00:23:34.260 like chest armor, leg armor, 416 00:23:34.260 --> 00:23:37.560 helmet, boots, and accessories 417 00:23:37.560 --> 00:23:40.860 There are many components, not just one 418 00:23:41.080 --> 00:23:44.020 So, what should be considered when determining these values? 419 00:23:45.360 --> 00:23:48.100 If a character’s total defense is set at 10,000, 420 00:23:48.479 --> 00:23:51.679 20% goes to chest armor, 421 00:23:52.039 --> 00:23:54.100 15% to leg armor, 422 00:23:54.100 --> 00:23:55.860 15% to helmet, 423 00:23:56.229 --> 00:23:58.169 13% to boots, 424 00:23:58.169 --> 00:24:01.720 and the remainder to the accessories 425 00:24:02.480 --> 00:24:04.600 Determining how to allocate these values 426 00:24:05.400 --> 00:24:08.261 and how to assign special stats to different gear pieces 427 00:24:08.261 --> 00:24:11.035 is an important part of game balance design 428 00:24:12.000 --> 00:24:13.420 When setting these values, 429 00:24:14.000 --> 00:24:16.460 first, define the base values 430 00:24:16.461 --> 00:24:20.400 like high HP and high defense 431 00:24:20.400 --> 00:24:23.140 Then decide how much of these values for each gear 432 00:24:23.140 --> 00:24:27.400 Even when a character has no equipment, 433 00:24:27.660 --> 00:24:31.720 they will still have base HP and defense 434 00:24:32.220 --> 00:24:35.220 So, how much base defense should be provided? 435 00:24:35.520 --> 00:24:37.100 This must be decided strategically 436 00:24:37.280 --> 00:24:38.780 After determining base stats, 437 00:24:39.276 --> 00:24:42.916 set percentage-based distributions for different gear pieces 438 00:24:43.756 --> 00:24:45.500 If a game allows 439 00:24:45.860 --> 00:24:50.340 a character to reach level 120, from 1, 20, 40, 60, 440 00:24:50.540 --> 00:24:53.280 80, 100, and finally 120, 441 00:24:54.140 --> 00:24:57.580 The total defense per level is set 442 00:24:57.580 --> 00:25:03.740 for level 1, 20, 40, 60, 80, 100, and 120 443 00:25:03.740 --> 00:25:06.060 So set that first, 444 00:25:06.580 --> 00:25:10.220 and then the base defense with no gear, 445 00:25:10.820 --> 00:25:16.100 and then how much each gear slot contributes 446 00:25:16.740 --> 00:25:21.440 This ensures effective balance adjustments 447 00:25:21.820 --> 00:25:25.420 Always establish core values first, 448 00:25:25.760 --> 00:25:29.760 then distribute smaller values accordingly 449 00:25:34.160 --> 00:25:35.680 Moving on, 450 00:25:36.920 --> 00:25:41.400 this table visualization represents the defense distributions 451 00:25:41.740 --> 00:25:45.680 It displays defense percentages per level, 452 00:25:45.680 --> 00:25:48.900 at level 1 and at 20 453 00:25:48.900 --> 00:25:49.919 It accounts for basic stats, 454 00:25:49.919 --> 00:25:52.381 meaning without any gear, 455 00:25:53.000 --> 00:25:56.280 and total gear contributions per slot 456 00:25:56.280 --> 00:25:58.820 By setting percentage-based distributions, 457 00:25:58.821 --> 00:26:00.546 you can calculate exact defense values 458 00:26:04.000 --> 00:26:08.720 Now, let’s examine other balancing factors 459 00:26:10.240 --> 00:26:12.100 Base Attack Power Distribution 460 00:26:12.525 --> 00:26:13.380 By tier, 461 00:26:13.540 --> 00:26:16.900 base attack power varies across rarity grades 462 00:26:17.340 --> 00:26:22.840 It includes normal, advanced, rare, epic, legendary, and master 463 00:26:23.400 --> 00:26:25.600 For each rarity level, 464 00:26:26.009 --> 00:26:29.389 there are average values and maximum with minimum attack power 465 00:26:29.540 --> 00:26:31.200 Let's talk about these 466 00:26:31.949 --> 00:26:35.849 When designing item stats, 467 00:26:35.849 --> 00:26:41.580 attack power is adjusted based on rarity tiers, 468 00:26:42.500 --> 00:26:46.020 from normal to master 469 00:26:46.600 --> 00:26:49.480 So you have to design the item stat, 470 00:26:49.880 --> 00:26:52.720 which requires a reference baseline 471 00:26:53.280 --> 00:26:55.540 So let's talk numerically 472 00:26:56.080 --> 00:27:05.780 For example, if item levels range from 1 to 20, 473 00:27:05.940 --> 00:27:11.580 as in tiers, from 1 to 20, 474 00:27:11.580 --> 00:27:16.400 then tier 1 items should have the lowest attack power, 475 00:27:16.580 --> 00:27:19.720 while tier 20 items should have the highest values 476 00:27:19.720 --> 00:27:27.120 Similarly, higher rarities should have greater scaling effects 477 00:27:27.420 --> 00:27:33.000 By structuring item rarity tiers like this, 478 00:27:33.220 --> 00:27:34.920 and considering level scaling, 479 00:27:34.920 --> 00:27:37.814 we can determine how attack power fluctuates 480 00:27:37.814 --> 00:27:41.380 in a dynamic scaling graph 481 00:27:41.860 --> 00:27:47.080 to define how attack values should change over levels and tiers 482 00:27:47.640 --> 00:27:53.420 Thus, for each rarity from normal to master, 483 00:27:53.920 --> 00:27:56.361 we determine the average, maximum, 484 00:27:56.361 --> 00:27:58.340 and minimum attack power, as well as 485 00:27:58.340 --> 00:28:00.740 the overall range of fluctuation 486 00:28:04.540 --> 00:28:07.080 The fundamental rule 487 00:28:08.260 --> 00:28:10.219 of item balancing is this 488 00:28:10.499 --> 00:28:14.259 If one attribute is strong, another must be weak 489 00:28:14.259 --> 00:28:17.640 So far, we’ve discussed absolute balancing, 490 00:28:17.640 --> 00:28:20.800 where as the player levels up, 491 00:28:21.080 --> 00:28:24.480 monsters’ attack power scales up, and their HP increases proportionally 492 00:28:25.020 --> 00:28:27.020 This is absolute balancing, 493 00:28:27.021 --> 00:28:30.441 where numbers increase linearly or exponentially over time 494 00:28:30.781 --> 00:28:33.800 However, there is also the concept of relative balancing 495 00:28:34.100 --> 00:28:35.640 Absolute values remain the same, 496 00:28:35.640 --> 00:28:40.820 but in an RPG, you have different character classes 497 00:28:41.000 --> 00:28:45.140 Like warriors and tanks, the defense, 498 00:28:45.140 --> 00:28:47.620 the mages and rogues, in other class 499 00:28:47.620 --> 00:28:50.180 Since RPG classes vary, 500 00:28:50.977 --> 00:28:52.957 you can have high-damage burst types 501 00:28:53.457 --> 00:28:57.540 For example, a character may have low base attack power but have high skill multipliers, 502 00:28:58.940 --> 00:29:00.500 and long cooldowns and high MP consumption 503 00:29:00.500 --> 00:29:04.700 Such a character focuses on one-shot burst damage 504 00:29:04.700 --> 00:29:07.300 So basic attacks, 505 00:29:07.481 --> 00:29:09.681 in an RPG, use a sword, 506 00:29:09.960 --> 00:29:15.860 striking repeatedly like one, two, three, and now the skill 507 00:29:15.860 --> 00:29:17.040 that can do a jump attack, 508 00:29:17.040 --> 00:29:18.460 for example 509 00:29:18.960 --> 00:29:22.960 The usual balancing works like 510 00:29:22.961 --> 00:29:25.321 basic attack 1x and skill 8x 511 00:29:26.041 --> 00:29:29.280 If a character's basic attack power is low 512 00:29:29.740 --> 00:29:33.260 but their skill multiplier is 40x, 513 00:29:33.260 --> 00:29:35.340 let's say as an example 514 00:29:35.341 --> 00:29:36.460 Their basic attack power is low, 515 00:29:36.460 --> 00:29:41.100 so they will struggle against small mobs 516 00:29:41.500 --> 00:29:45.000 However, when they use a high-multiplier skill, 517 00:29:45.000 --> 00:29:47.180 their damage output skyrockets, 518 00:29:47.180 --> 00:29:50.761 like 40x or 60x the basic attack 519 00:29:51.561 --> 00:29:54.800 It takes a long time for their skill to work, but it works 520 00:29:54.800 --> 00:29:55.520 That's one balancing example 521 00:29:55.520 --> 00:29:59.260 Thus, balancing involves trade-offs 522 00:30:00.100 --> 00:30:02.321 like lower base attack with higher skill damage 523 00:30:02.321 --> 00:30:05.398 This is called relative balancing, 524 00:30:06.698 --> 00:30:11.180 where one stat is weak but another is strong 525 00:30:11.180 --> 00:30:12.760 That's a nice balance 526 00:30:13.800 --> 00:30:16.280 Instead of maxing out everything, 527 00:30:16.760 --> 00:30:19.581 it's better to make one aspect strong 528 00:30:19.581 --> 00:30:21.501 and another weak for the balance 529 00:30:21.660 --> 00:30:25.380 For example, basic attack-focused characters excel at regular combat 530 00:30:25.620 --> 00:30:29.500 But they may have weaker skills 531 00:30:29.500 --> 00:30:32.280 So regular farming is easier, 532 00:30:32.280 --> 00:30:36.480 but boss fights are harder, because their skills are weaker 533 00:30:36.680 --> 00:30:39.260 So this is how you add the interesting features 534 00:30:39.722 --> 00:30:41.882 to make each character unique 535 00:30:42.080 --> 00:30:44.380 In game design, variety is crucial 536 00:30:44.860 --> 00:30:48.680 If every character has the same stats, the game becomes boring 537 00:30:48.680 --> 00:30:51.260 Thus, combat balancing involves 538 00:30:51.261 --> 00:30:53.441 adjusting stats 539 00:30:53.761 --> 00:30:56.040 for variety and unique playstyle, 540 00:30:56.040 --> 00:30:57.601 while keeping the gameplay fun 541 00:30:57.780 --> 00:30:59.760 This is everything you need to think about 542 00:31:01.400 --> 00:31:05.760 Class Skills and Weapon Scaling 543 00:31:06.500 --> 00:31:09.040 Let's run a simulation 544 00:31:09.580 --> 00:31:12.640 For example, in a basic attack duel, 545 00:31:13.000 --> 00:31:16.320 B-character attacks A-character repeatedly 546 00:31:16.320 --> 00:31:19.120 By tracking damage values, 547 00:31:19.680 --> 00:31:22.640 with this tradeoff, 548 00:31:22.641 --> 00:31:25.721 we can analyze combat fairness 549 00:31:25.721 --> 00:31:27.840 through, for example, manual calculations in Excel 550 00:31:28.380 --> 00:31:29.127 and other things too 551 00:31:29.127 --> 00:31:32.248 Key stats include HP, Attack, Defense, Damage Per Second, 552 00:31:32.840 --> 00:31:34.480 Critical Rate, and Total Damage 553 00:31:34.481 --> 00:31:38.086 DPS measures damage per second, 554 00:31:38.086 --> 00:31:40.220 so it calculate the amount of damage 555 00:31:40.221 --> 00:31:41.160 per second 556 00:31:41.820 --> 00:31:45.380 Other factors include damage absorption per hit 557 00:31:45.800 --> 00:31:47.500 or per second 558 00:31:47.753 --> 00:31:49.613 For example, the damage from B-character 559 00:31:49.913 --> 00:31:51.860 How many hits from B will kill A? 560 00:31:52.640 --> 00:31:55.040 How many seconds does it take to kill B? 561 00:31:55.340 --> 00:31:59.320 Comparing these things 562 00:31:59.705 --> 00:32:04.000 are required to measure the fairness, 563 00:32:04.000 --> 00:32:07.480 whether A or B is more advantageous 564 00:32:07.481 --> 00:32:08.881 These are possible through comparisons 565 00:32:08.881 --> 00:32:09.660 That's the example 566 00:32:09.960 --> 00:32:14.760 So for PVP and class balance, 567 00:32:15.080 --> 00:32:18.640 comparing between A and B, 568 00:32:18.640 --> 00:32:22.080 if A is better, everyone will play with A 569 00:32:22.440 --> 00:32:26.220 If B is too weak, 570 00:32:26.220 --> 00:32:28.020 no one will play with B 571 00:32:28.400 --> 00:32:30.840 This is not what we want 572 00:32:32.000 --> 00:32:35.080 So this simulates all possible fights 573 00:32:35.080 --> 00:32:37.681 between all different stats of the characters 574 00:32:37.681 --> 00:32:40.780 What happens if A and B fight each other? 575 00:32:41.040 --> 00:32:42.903 This will give us a quantitative data 576 00:32:42.903 --> 00:32:44.800 through an actual simulator 577 00:32:45.260 --> 00:32:49.660 which will allow us to test based on 578 00:32:49.660 --> 00:32:52.400 how the attacks will be done 579 00:32:52.400 --> 00:32:54.360 Or, one could actually play the game 580 00:32:54.889 --> 00:32:57.209 and do a PVP with two characters 581 00:32:57.209 --> 00:32:59.660 By actually playing the game, 582 00:33:00.160 --> 00:33:02.580 we can see the balance 583 00:33:02.580 --> 00:33:04.881 that has been calculated through problems 584 00:33:05.261 --> 00:33:07.460 and formulae in things like Excel 585 00:33:07.829 --> 00:33:09.429 by testing those out 586 00:33:09.700 --> 00:33:13.880 So these test out the balance that has been set 587 00:33:18.060 --> 00:33:19.720 When a character is at level 1, 588 00:33:20.201 --> 00:33:21.960 there are Barbarian, Assassin, Magician, and Healer, 589 00:33:22.160 --> 00:33:25.580 with different strength, agility, intelligence, and endurance stats 590 00:33:26.400 --> 00:33:31.360 Barbarian: Strength 30, Agility 20, Intelligence 10, Endurance 40 591 00:33:31.360 --> 00:33:35.260 Assassin: Strength 20, Agility 30, Intelligence 20, Endurance 30 592 00:33:36.100 --> 00:33:40.460 Magician: Strength 20, Agility 26, Intelligence 30, Endurance 24 593 00:33:40.880 --> 00:33:44.320 DPS, or damage per second 594 00:33:44.680 --> 00:33:45.780 is calculated 595 00:33:46.380 --> 00:33:49.280 DPS 20 means that every second, the character deals 20 damage 596 00:33:49.440 --> 00:33:53.260 Although individual stats differ, 597 00:33:53.780 --> 00:33:58.420 DPS across different classes should remain balanced 598 00:33:58.420 --> 00:34:03.420 By tweaking various attributes 599 00:34:03.780 --> 00:34:07.180 we can create diverse and engaging character options 600 00:34:07.500 --> 00:34:13.820 Ultimately, the goal is to balance all characters fairly 601 00:34:13.820 --> 00:34:16.680 This ensures that no content is left unused, 602 00:34:16.940 --> 00:34:19.880 allowing all elements to be equally utilized 603 00:34:19.880 --> 00:34:23.540 This approach is called relative balancing 604 00:34:24.500 --> 00:34:26.160 Even though 605 00:34:26.839 --> 00:34:28.759 different elements may appear distinct, 606 00:34:28.759 --> 00:34:31.280 they should ultimately maintain 607 00:34:31.280 --> 00:34:35.640 equivalent strength and value with relative balancing 608 00:34:38.740 --> 00:34:40.700 To do this, we convert everything into DPS 609 00:34:41.240 --> 00:34:43.421 Strength is converted into attack power at 20% 610 00:34:43.421 --> 00:34:45.121 Agility is converted into attack power at 10% 611 00:34:45.121 --> 00:34:48.800 Intelligence and endurance are converted into attack power at 5% each 612 00:34:49.000 --> 00:34:51.000 This will keep the relative power consistent 613 00:34:51.960 --> 00:34:55.180 Adjusting the base values to restore equilibrium 614 00:34:55.500 --> 00:34:58.817 will include many rules like such 615 00:34:58.817 --> 00:34:59.557 for the equilibrium 616 00:34:59.740 --> 00:35:03.440 Thus, while every class has its own unique traits, 617 00:35:03.800 --> 00:35:07.800 they should all be equally powerful overall 618 00:35:07.800 --> 00:35:09.460 This is the goal for your balancing decisions 619 00:35:09.461 --> 00:35:13.492 If one character is too powerful, it disrupts the balance 620 00:35:17.640 --> 00:35:19.120 All weapons must also be balanced equally 621 00:35:20.298 --> 00:35:22.898 Axes, bows, staffs, and javelins 622 00:35:23.260 --> 00:35:26.100 Now, normal attack damage, critical damage, 623 00:35:26.100 --> 00:35:27.840 Fire, electric, and ice damage, 624 00:35:27.841 --> 00:35:29.563 hits per second, and total damage 625 00:35:30.200 --> 00:35:35.760 The goal is to ensure that DPS remains equal across all weapons 626 00:35:36.060 --> 00:35:38.700 For this, we convert all damage values into DPS, 627 00:35:38.700 --> 00:35:42.920 or damage per second 628 00:35:43.280 --> 00:35:44.860 Here, the ultimate goal 629 00:35:45.867 --> 00:35:50.567 is to even out the DPS 630 00:35:50.687 --> 00:35:52.985 However, with numbers, 631 00:35:52.986 --> 00:35:56.678 even with accurate calculations, 632 00:35:56.985 --> 00:35:58.485 issues can arise 633 00:35:59.060 --> 00:36:03.800 For example, bugs or errors often arise 634 00:36:04.420 --> 00:36:08.380 in DPS values in Excel calculations that do not match actual in-game performance 635 00:36:08.780 --> 00:36:12.860 with animation timing, character movement speeds, 636 00:36:13.220 --> 00:36:14.700 and other unexpected factors 637 00:36:15.221 --> 00:36:19.761 Even with Excel calculations, the DPS values may not match 638 00:36:19.761 --> 00:36:23.480 But we still need to use Excel 639 00:36:23.860 --> 00:36:26.440 And afterwards, in order to confirm, 640 00:36:26.911 --> 00:36:29.291 we must do a play test 641 00:36:33.000 --> 00:36:35.880 The balance between characters, monsters, 642 00:36:36.061 --> 00:36:39.360 and equipment is displayed visually 643 00:36:39.361 --> 00:36:40.861 to the players 644 00:36:41.280 --> 00:36:44.660 but they are ultimately determined by numbers 645 00:36:45.240 --> 00:36:47.840 These numerical values greatly impact 646 00:36:48.180 --> 00:36:52.420 combat, progression, and gameplay 647 00:36:53.000 --> 00:36:57.220 They also affect equipment crafting, 648 00:36:57.740 --> 00:37:01.200 dungeons, PVP, and rewards 649 00:37:01.560 --> 00:37:04.840 They greatly affect the game aspects, 650 00:37:05.220 --> 00:37:08.520 as well as the entertainment 651 00:37:12.440 --> 00:37:15.860 Here are some examples of numerical values used in the game 652 00:37:15.860 --> 00:37:17.880 Looking at the UI/UX, you can see: 653 00:37:18.253 --> 00:37:20.753 HP, attack power, attack speed, critical hit rate, 654 00:37:20.753 --> 00:37:23.080 critical damage, defense, and more 655 00:37:23.560 --> 00:37:26.100 The number of fragments required to level up 656 00:37:26.202 --> 00:37:28.702 The experience points needed for character leveling 657 00:37:29.000 --> 00:37:31.280 Combat stats that affect battles 658 00:37:31.840 --> 00:37:34.840 Stats that increase as the character grows 659 00:37:35.007 --> 00:37:35.967 The number of skills available 660 00:37:35.968 --> 00:37:39.760 Each character has numerous stats that are displayed through text 661 00:37:40.120 --> 00:37:42.541 The way these stats are structured 662 00:37:42.541 --> 00:37:45.341 directly affects the character’s performance 663 00:37:47.121 --> 00:37:51.720 Balancing these stats significantly impacts gameplay enjoyment 664 00:37:53.120 --> 00:37:55.720 Players should feel entertained, 665 00:37:55.720 --> 00:37:59.120 while ensuring the game world does not collapse due to imbalance 666 00:37:59.860 --> 00:38:03.860 Maintaining this balance is the job of game balance designers 667 00:38:03.940 --> 00:38:08.420 While balance is often thought of 668 00:38:08.920 --> 00:38:11.720 as adjusting numbers and formulas, 669 00:38:11.721 --> 00:38:13.221 it also involves modifying fundamental game rules 670 00:38:13.221 --> 00:38:17.660 Sometimes, balance adjustments require changing system rules 671 00:38:21.140 --> 00:38:22.980 If the numerical values are set incorrectly, 672 00:38:23.580 --> 00:38:27.060 for example, if Class A is significantly weaker than Class B, 673 00:38:27.060 --> 00:38:28.745 the balance between jobs collapses, 674 00:38:28.745 --> 00:38:29.945 causing player dissatisfaction 675 00:38:30.457 --> 00:38:34.020 Players may switch to a different job 676 00:38:34.160 --> 00:38:38.080 That’s why these must be handled carefully 677 00:38:38.080 --> 00:38:40.660 Balance designers must monitor this closely 678 00:38:40.980 --> 00:38:42.980 The goal is to ensure that all players are satisfied 679 00:38:44.160 --> 00:38:45.941 So there needs to be a balance, 680 00:38:45.941 --> 00:38:50.281 a fair competition among players 681 00:38:50.621 --> 00:38:54.320 For example, matching players with similar skill levels 682 00:38:54.320 --> 00:38:59.240 using Elo rating systems or matchmaking formulas ensures fair battles 683 00:39:00.200 --> 00:39:02.900 Additionally, paying players should have faster progression 684 00:39:02.900 --> 00:39:05.980 than non-paying players 685 00:39:07.900 --> 00:39:09.900 Next, balance between the system and players 686 00:39:10.420 --> 00:39:12.520 As players progress through the game, 687 00:39:12.520 --> 00:39:15.161 they receive rewards and growth opportunities 688 00:39:15.161 --> 00:39:17.095 This balance determines progression speed 689 00:39:17.655 --> 00:39:21.140 If progression is too fast, players consume content too quickly and get bored 690 00:39:21.140 --> 00:39:23.380 If it’s too slow, the game feels tedious and frustrating 691 00:39:23.500 --> 00:39:26.780 The goal is to keep the game engaging 692 00:39:26.944 --> 00:39:30.304 without being overwhelming or sluggish 693 00:39:32.024 --> 00:39:34.240 Now, balancing various game systems 694 00:39:34.400 --> 00:39:37.540 requires balancing between system aspects, 695 00:39:37.800 --> 00:39:41.000 including class balance and content balance 696 00:39:41.820 --> 00:39:44.160 If system balance is not maintained, 697 00:39:44.160 --> 00:39:47.800 certain game elements become useless or irrelevant to players 698 00:39:48.480 --> 00:39:50.804 Developers must ensure 699 00:39:50.804 --> 00:39:52.904 every system has meaningful value 700 00:39:52.905 --> 00:39:54.705 so players find all content useful 701 00:39:55.905 --> 00:39:58.020 The game balance has a big impact 702 00:39:58.280 --> 00:40:01.000 Whether balance is maintained or not 703 00:40:01.000 --> 00:40:03.540 directly affects the player’s enjoyment 704 00:40:03.740 --> 00:40:06.140 This also determines the lifespan of the game 705 00:40:06.477 --> 00:40:09.420 As balance gradually collapses, 706 00:40:09.420 --> 00:40:11.980 the game itself comes to an end 707 00:40:15.860 --> 00:40:18.260 If the balance is off, players will become dissatisfied 708 00:40:18.260 --> 00:40:19.360 The fun factor decreases 709 00:40:19.361 --> 00:40:20.480 This class is way too strong, 710 00:40:20.480 --> 00:40:22.160 let's just quit the game 711 00:40:22.161 --> 00:40:23.140 This is no fun 712 00:40:23.140 --> 00:40:27.140 This leads to player churn 713 00:40:27.568 --> 00:40:30.368 To prevent player loss, balance adjustments are made, but by then, it's often too late 714 00:40:31.088 --> 00:40:33.000 Class A gets buffed → Class B players complain 715 00:40:33.000 --> 00:40:34.661 Class A gets nerfed → Class A players complain 716 00:40:34.661 --> 00:40:35.560 The game starts breaking down 717 00:40:35.900 --> 00:40:39.080 That’s why getting the balance right from the initial development stage is crucial 718 00:40:41.020 --> 00:40:43.480 There is no such thing as perfect balance 719 00:40:43.480 --> 00:40:47.140 No matter what, someone will always feel things are unfair 720 00:40:47.364 --> 00:40:50.244 Rather than aiming for a perfectly equal balance, 721 00:40:50.570 --> 00:40:52.216 it’s better to continuously monitor the game 722 00:40:52.216 --> 00:40:55.120 and adjust the balance flexibly 723 00:40:55.520 --> 00:40:57.781 A balance designer must always check 724 00:40:57.781 --> 00:41:00.560 both the in-game economy and combat balance 725 00:41:00.560 --> 00:41:02.540 Check if the game is fun, if the economy is stable, 726 00:41:03.242 --> 00:41:07.182 and ensure that no single element dominates excessively 727 00:41:07.182 --> 00:41:09.000 The goal is to adjust everything to remain as balanced as possible 728 00:41:12.308 --> 00:41:16.080 The order should be combat balance → growth balance → reward & economy balance 729 00:41:16.700 --> 00:41:18.780 For action MORPG game balance planning, key steps include: 730 00:41:18.781 --> 00:41:20.436 Setting criteria for defeating monsters 731 00:41:20.740 --> 00:41:22.980 Establishing combat formulas that align with these criteria 732 00:41:22.981 --> 00:41:25.321 Placing monsters appropriately in various content areas 733 00:41:25.641 --> 00:41:27.680 First, define the criteria for defeating monsters, 734 00:41:27.681 --> 00:41:29.588 then set up combat formulas accordingly, 735 00:41:30.788 --> 00:41:33.540 and continue refining these aspects iteratively 736 00:41:34.980 --> 00:41:37.600 Now, let’s discuss the allies and enemies 737 00:41:38.200 --> 00:41:39.920 The player’s team consists of a single character, 738 00:41:39.920 --> 00:41:41.960 who performs flashy sword-swinging actions 739 00:41:41.961 --> 00:41:43.234 to defeat multiple monsters 740 00:41:43.360 --> 00:41:46.701 After all the monsters are defeated, a powerful boss appears for the final battle 741 00:41:46.701 --> 00:41:48.501 Once the boss is defeated, the stage is cleared 742 00:41:49.000 --> 00:41:50.081 The player attacks by swinging a sword, 743 00:41:50.081 --> 00:41:52.796 executing attack commands via button inputs 744 00:41:54.760 --> 00:41:57.500 Situation: The player character is fighting multiple enemies 745 00:41:57.500 --> 00:41:59.660 by swinging their sword 746 00:42:00.180 --> 00:42:03.160 After defeating all monsters, the boss appears 747 00:42:03.281 --> 00:42:05.401 The player fights and defeats the boss in battle 748 00:42:07.241 --> 00:42:09.440 To balance combat, 749 00:42:09.440 --> 00:42:12.320 we need to establish key criteria 750 00:42:12.700 --> 00:42:14.920 When a player encounters an enemy, 751 00:42:14.921 --> 00:42:17.013 how many hits should it take to defeat the monster 752 00:42:17.013 --> 00:42:18.120 for the combat to feel enjoyable? 753 00:42:19.667 --> 00:42:20.748 One hit? 754 00:42:20.748 --> 00:42:21.827 Four hits? 755 00:42:21.827 --> 00:42:22.981 Thirty hits? 756 00:42:22.981 --> 00:42:23.969 One hundred hits? 757 00:42:23.969 --> 00:42:25.783 These four cases lead to different experiences 758 00:42:26.500 --> 00:42:29.220 If we analyze existing commercial action RPGs, 759 00:42:29.220 --> 00:42:34.080 we find that three to ten hits is typically the sweet spot 760 00:42:35.060 --> 00:42:38.660 If a monster dies in one hit, 761 00:42:38.660 --> 00:42:40.540 the game ends too abruptly 762 00:42:40.920 --> 00:42:45.680 If the game ends too quickly, does it still feel like a fun action RPG? 763 00:42:47.240 --> 00:42:49.400 If every monster dies in one hit, 764 00:42:49.400 --> 00:42:50.800 the entire game becomes one-shot kills 765 00:42:50.801 --> 00:42:52.921 There’s no challenge, no tension, no engagement 766 00:42:52.922 --> 00:42:54.081 Players get bored and quit 767 00:42:54.281 --> 00:42:58.040 Ultimately, the game is uninstalled 768 00:42:58.520 --> 00:43:01.220 Of course, once a player levels up significantly, 769 00:43:01.220 --> 00:43:05.100 they should be able to one-shot weaker enemies 770 00:43:05.100 --> 00:43:08.840 However, if all monsters die instantly from the start, 771 00:43:08.840 --> 00:43:10.260 instead of an exciting power fantasy, 772 00:43:10.692 --> 00:43:15.632 the game becomes too easy and ultimately dull 773 00:43:16.672 --> 00:43:21.312 What if it takes too long to defeat a monster 774 00:43:21.712 --> 00:43:25.000 in an action RPG, not a boss raid one? 775 00:43:25.000 --> 00:43:28.340 If it takes 100 hits, 776 00:43:28.600 --> 00:43:31.180 players spend an hour fighting a single monster 777 00:43:31.181 --> 00:43:32.761 This isn’t even a raid 778 00:43:33.160 --> 00:43:35.880 Again, players lose interest and quit 779 00:43:36.700 --> 00:43:40.520 Of course, some hunting-based games 780 00:43:40.840 --> 00:43:42.860 feature long fights with one single monster, 781 00:43:43.534 --> 00:43:46.220 where battles take time but feel rewarding 782 00:43:46.220 --> 00:43:49.580 But that’s because the game is designed for it 783 00:43:49.580 --> 00:43:53.520 Spending too much time on ordinary monsters makes the game boring 784 00:43:55.600 --> 00:43:58.000 Three to ten hits is usually ideal 785 00:43:59.157 --> 00:44:00.640 for the attack number for a monster 786 00:44:00.640 --> 00:44:03.920 This becomes a key balance standard 787 00:44:04.120 --> 00:44:05.240 How many hits to kill? 788 00:44:05.422 --> 00:44:06.582 How many minutes in a game? 789 00:44:06.582 --> 00:44:09.260 These are very important in combat balance 790 00:44:09.737 --> 00:44:10.737 Please remember this 791 00:44:10.820 --> 00:44:14.120 If a monster dies within 30 hits, 792 00:44:14.520 --> 00:44:16.260 it feels manageable 793 00:44:16.261 --> 00:44:18.121 It’s neither too easy nor too difficult 794 00:44:18.121 --> 00:44:19.640 I can keep playing this game 795 00:44:19.837 --> 00:44:21.797 How many hits should it take? 796 00:44:22.117 --> 00:44:23.461 How long should a battle last? 797 00:44:23.461 --> 00:44:25.121 Remember these two balance principles 798 00:44:25.600 --> 00:44:28.160 These must be fine-tuned based on monster type, player level, and stats 799 00:44:28.160 --> 00:44:29.920 to determine the optimal number of attack 800 00:44:29.921 --> 00:44:32.435 so that the player can remain engaged 801 00:44:34.080 --> 00:44:36.500 First and foremost, combat must be fun 802 00:44:36.980 --> 00:44:39.220 The reason we’ve been discussing all of this is that 803 00:44:39.220 --> 00:44:42.680 when setting balance, deciding on the key criteria is crucial 804 00:44:43.241 --> 00:44:45.861 There are multiple elements that can be used as balance criteria, 805 00:44:45.861 --> 00:44:46.940 but first and foremost, gameplay 806 00:44:46.941 --> 00:44:48.587 Ensuring combat is fun, 807 00:44:48.880 --> 00:44:52.580 and then, growth mechanics and rewards 808 00:44:54.900 --> 00:44:56.900 A game consists of many elements 809 00:44:57.529 --> 00:44:59.689 Growth, combat, economy, and rewards 810 00:45:00.240 --> 00:45:04.200 Even if the growth, economy, and reward systems are well-designed, 811 00:45:04.200 --> 00:45:06.680 if combat isn’t fun, players will leave 812 00:45:07.660 --> 00:45:10.540 Even if the growth system and rewards are great, 813 00:45:11.642 --> 00:45:12.481 it's not fun, 814 00:45:12.541 --> 00:45:13.141 then that's the end of it 815 00:45:15.060 --> 00:45:17.560 So, let’s set the combat balance criteria 816 00:45:18.000 --> 00:45:19.481 For example, let’s say a player attacks a monster 817 00:45:19.481 --> 00:45:21.522 If the monster dies after four hits, 818 00:45:21.522 --> 00:45:23.438 and this feels natural, 819 00:45:23.438 --> 00:45:27.460 then let’s use this as a base combat balance standard 820 00:45:27.700 --> 00:45:29.861 Of course, this standard can change later 821 00:45:29.861 --> 00:45:31.822 It can be adjusted as needed 822 00:45:32.053 --> 00:45:35.027 So, don’t be afraid to set an initial standard 823 00:45:35.472 --> 00:45:39.370 In most released action MORPGs, 824 00:45:39.467 --> 00:45:42.655 the three to ten-hit range is most common 825 00:45:42.682 --> 00:45:46.736 If, as a developer, you think, 826 00:45:46.736 --> 00:45:49.892 four hits feels like a natural amount for a monster to die, 827 00:45:49.892 --> 00:45:52.986 then set four hits as the standard 828 00:45:53.218 --> 00:45:57.854 From there, adjust combat formulas and balance accordingly 829 00:46:13.652 --> 00:46:15.529 That concludes today's lecture 830 00:46:15.768 --> 00:46:17.475 Great job, everyone 831 00:46:17.849 --> 00:46:18.849 Thank you 832 00:46:19.306 --> 00:46:21.177 MORPG Balancing Concepts and Order Play Level Design: Stage composition, monster placement, character stats, item values 833 00:46:21.177 --> 00:46:23.451 Economic Balancing: Acquisition and spending of game money, cash currency, and entry resource Growth Balancing: EXP gained from item purchases 834 00:46:23.451 --> 00:46:25.357 Balancing Order Ally Total Attack Power → Enemy Total HP → Enemy Total Attack Power → Ally Total HP 835 00:46:25.357 --> 00:46:27.051 Enemy total HP determines survival time and total hit count From this, calculate the hit count and attack power of regular mobs and bosses 836 00:46:27.051 --> 00:46:29.019 Once the enemy’s total attack power is set, the ally’s total HP can be determined 837 00:46:29.019 --> 00:46:31.124 The Importance of Game Balance Balance planning: Adjusting game statistics that significantly impact fun, 838 00:46:31.124 --> 00:46:32.603 ensuring the game world remains stable Modifying rules and individual mechanics to maintain balance 839 00:46:32.603 --> 00:46:34.407 Types of Game Balance: Player vs. Player Balance System vs. Player Balance System vs. System Balance 840 00:46:34.407 --> 00:46:36.038 Action MORPG Balance Planning Combat Balance: Define standards for defeating monsters, establish combat formulas, distribute monsters 841 00:46:36.038 --> 00:46:37.300 Growth Balance: EXP and time required for character leveling, Stats gained per level-up 842 00:46:37.300 --> 00:46:39.000 Rewards & Economic Balance: Rewards acquired per stage, adjusting reward distribution and value to items