WEBVTT 1 00:00:05.680 --> 00:00:09.850 Game Advanced Adjusting HP to Match RPG Battle Duration 2 00:00:09.860 --> 00:00:11.955 GCC Academy 3 00:00:27.520 --> 00:00:29.206 Hello again 4 00:00:29.207 --> 00:00:32.385 I am Park Hyung-seon, in charge of game planning for action RPG balance 5 00:00:33.119 --> 00:00:39.655 This session will cover how to adjust health in RPG battles to match the intended battle duration 6 00:00:39.880 --> 00:00:44.172 To establish a baseline for player combat balance, we will discuss: 7 00:00:44.172 --> 00:00:48.887 How to determine the number of basic attacks needed to defeat a mob 8 00:00:49.465 --> 00:00:55.105 And how to set the duration of a battle round 9 00:00:55.393 --> 00:01:02.131 Based on these criteria, we will define and structure the values for player and enemy's attack power, 10 00:01:02.132 --> 00:01:05.295 health, and other related stats to create a standard baseline 11 00:01:05.295 --> 00:01:09.715 Distributing HP to Match the Battle Duration 12 00:01:10.080 --> 00:01:13.468 Distributing Health to Match RPG Battle Duration 13 00:01:14.360 --> 00:01:20.069 In the previous session, we set an initial rule where a mob would be defeated 14 00:01:20.314 --> 00:01:23.495 after being hit by a player's basic attack four times 15 00:01:24.120 --> 00:01:26.726 However, this single rule 16 00:01:27.253 --> 00:01:31.482 is insufficient for balancing combat in an action MORPG 17 00:01:32.025 --> 00:01:35.678 To refine the balance, we will introduce 18 00:01:35.959 --> 00:01:39.114 more detailed parameters to enhance the game mechanics 19 00:01:43.440 --> 00:01:48.709 Let's distribute the HP for the RPG battle duration 20 00:01:49.360 --> 00:01:52.589 First, let's add a standard 21 00:01:53.019 --> 00:01:57.216 based on the player's basic attacks 22 00:01:58.096 --> 00:02:01.347 As shown, we have the attack sequence 23 00:02:01.912 --> 00:02:03.454 The basic attacks 24 00:02:03.919 --> 00:02:08.442 For one, two, three, and four attacks, 25 00:02:09.052 --> 00:02:13.527 Each tap triggers a corresponding attack animation 26 00:02:14.385 --> 00:02:17.007 When the player's character attacks, 27 00:02:17.273 --> 00:02:21.983 if a mob is hit during these animations, it takes damage, 28 00:02:21.983 --> 00:02:24.780 and the basic attack sequence concludes 29 00:02:25.390 --> 00:02:29.910 Simply put, a four-hit animation sequence must be created, 30 00:02:30.791 --> 00:02:32.860 like one, two, three, and boom 31 00:02:32.860 --> 00:02:36.244 So it's a four-in-one animation 32 00:02:37.312 --> 00:02:42.522 When a player taps the basic attack button repeatedly, 33 00:02:42.522 --> 00:02:47.070 the character performs consecutive attacks, dealing damage to the mob 34 00:02:47.759 --> 00:02:51.191 A maximum of four basic attacks can be chained together before the sequence resets 35 00:02:51.865 --> 00:02:56.305 The final hit in the sequence delivers a stabbing motion to conclude the attack cycle 36 00:02:56.960 --> 00:03:01.384 When designing combat animations, 37 00:03:01.384 --> 00:03:08.478 there are additional elements to consider beyond just basic attack animations 38 00:03:08.977 --> 00:03:12.373 But there needs to be things such as, 39 00:03:13.074 --> 00:03:15.651 for characters, 40 00:03:16.540 --> 00:03:17.326 idle animations, 41 00:03:17.692 --> 00:03:18.692 walking animations, 42 00:03:18.914 --> 00:03:20.990 attack animations like these, 43 00:03:21.234 --> 00:03:22.037 hit reaction animations, 44 00:03:22.805 --> 00:03:25.077 running animations, if applicable, 45 00:03:25.286 --> 00:03:27.142 knockback animations, 46 00:03:27.482 --> 00:03:28.103 and death animations 47 00:03:28.472 --> 00:03:31.240 These kinds of animation should be planned ahead 48 00:03:31.399 --> 00:03:35.743 For idle animations, slight breathing motions or subtle movements 49 00:03:36.143 --> 00:03:40.558 should be incorporated to create a natural effect 50 00:03:40.880 --> 00:03:43.087 For attack animations, it is essential to synchronize 51 00:03:43.560 --> 00:03:46.421 the skill-based attacks and basic attacks properly 52 00:03:46.880 --> 00:03:48.160 For the basic attack, 53 00:03:48.637 --> 00:03:51.584 the attack timing should be planned 54 00:03:52.179 --> 00:03:56.757 in coordination with the animators 55 00:03:56.964 --> 00:04:01.962 to ensure smooth transitions and the perfect rhythm 56 00:04:02.521 --> 00:04:05.170 For this set of one, two, three, and four touches, 57 00:04:05.574 --> 00:04:09.816 game planners are usually not in charge of the fine-tuning 58 00:04:10.199 --> 00:04:14.341 Animators often fine-tune animation pacing based on instinct 59 00:04:14.896 --> 00:04:18.930 However, this general concept of one, two, three, and four 60 00:04:19.273 --> 00:04:21.133 should be given by the game planner 61 00:04:21.559 --> 00:04:28.019 Game planners should provide general timing expectations 62 00:04:28.319 --> 00:04:33.089 for how long a full attack sequence should last 63 00:04:36.679 --> 00:04:39.225 Now, we will discuss skill planning 64 00:04:39.677 --> 00:04:44.731 and how skill planning impacts balance 65 00:04:45.600 --> 00:04:49.219 This adds a skill to the player 66 00:04:50.332 --> 00:04:54.799 When a player taps the skill button, a skill action is executed 67 00:04:55.519 --> 00:04:57.415 There are various types of skills, 68 00:04:57.426 --> 00:05:01.256 but let’s take an example of a jump attack skill, where the player leaps and then strikes downward 69 00:05:01.780 --> 00:05:07.061 After executing the skill, there is a cooldown period 70 00:05:07.615 --> 00:05:10.269 For example, if a skill has a 20-second cooldown, 71 00:05:10.518 --> 00:05:14.036 it means the player can use it once every 20 seconds 72 00:05:15.439 --> 00:05:22.005 When a player activates the skill, the character enters a skill execution state, 73 00:05:22.476 --> 00:05:25.861 performing an animation for the skill 74 00:05:26.399 --> 00:05:28.298 Once the skill is used, 75 00:05:28.563 --> 00:05:31.812 it enters a cooldown phase, during which the skill is temporarily unavailable 76 00:05:32.302 --> 00:05:34.358 Once the cooldown period is over, 77 00:05:34.784 --> 00:05:37.539 the skill becomes usable again 78 00:05:38.160 --> 00:05:40.767 That's one example of skill planning 79 00:05:41.490 --> 00:05:45.453 When planning skills, an important consideration 80 00:05:45.880 --> 00:05:49.346 is damage calculation, which I will talk about now 81 00:05:49.535 --> 00:05:54.198 For instance, if we define basic attack damage in terms 82 00:05:54.198 --> 00:05:57.697 of damage per second (DPS), we can apply the following formula: 83 00:05:59.000 --> 00:06:05.140 Skill damage = DPS × Skill multiplier of 7x 84 00:06:05.141 --> 00:06:07.190 This is a usual way of doing it 85 00:06:07.480 --> 00:06:09.571 We will delve into its details later, 86 00:06:09.912 --> 00:06:11.977 so consider this as a preview 87 00:06:16.119 --> 00:06:22.907 Now, let's talk about the average time for completing a stage 88 00:06:23.193 --> 00:06:26.709 If you have planned 89 00:06:26.986 --> 00:06:30.460 basic attacks and skill animations, 90 00:06:31.119 --> 00:06:36.715 the next step is to define an apt average battle duration per stage 91 00:06:37.301 --> 00:06:40.362 For example, consider this 92 00:06:40.679 --> 00:06:45.424 What should be the ideal duration for a single battle? 93 00:06:45.761 --> 00:06:47.098 One, 30 seconds 94 00:06:47.343 --> 00:06:48.666 Two, 1 minute 95 00:06:49.000 --> 00:06:50.311 Three, 3 minutes 96 00:06:50.634 --> 00:06:52.269 Four, 30 minutes 97 00:06:52.548 --> 00:06:54.862 Finally, five, 1 hour 98 00:06:55.714 --> 00:06:57.144 For players, 99 00:06:58.011 --> 00:07:02.685 when determining the appropriate duration, 100 00:07:02.781 --> 00:07:05.706 consider what would feel most engaging 101 00:07:06.600 --> 00:07:09.878 The player enters the combat stage 102 00:07:10.842 --> 00:07:14.859 and fights against summoned mobs 103 00:07:15.160 --> 00:07:18.003 Players will utilize both basic attacks and skill-based attack 104 00:07:18.310 --> 00:07:21.306 to defeat dozens of enemies 105 00:07:22.045 --> 00:07:25.303 before ultimately engaging in a boss battle 106 00:07:25.720 --> 00:07:30.038 Using the previously defined basic attack and skill mechanics, 107 00:07:30.698 --> 00:07:34.126 players will engage in combat with mobs and bosses 108 00:07:34.744 --> 00:07:39.255 until the final boss is defeated 109 00:07:43.680 --> 00:07:46.993 By analyzing other MORPG games, we observe that 110 00:07:47.731 --> 00:07:52.280 early-stage battles typically last between 1 to 2 minutes, 111 00:07:52.646 --> 00:07:57.796 while late-stage battles extend to approximately 7 to 8 minutes 112 00:07:58.119 --> 00:08:03.785 When designing a game, benchmarking other successful titles 113 00:08:04.393 --> 00:08:06.805 is crucial to ensure 114 00:08:06.807 --> 00:08:12.618 that our combat duration is competitive and engaging 115 00:08:12.839 --> 00:08:14.956 So this comparison is very important 116 00:08:15.609 --> 00:08:20.286 So here is the average time for other games 117 00:08:20.839 --> 00:08:23.470 Let's first think about the thoughts behind this 118 00:08:23.902 --> 00:08:27.423 For example, if a game ends too quickly, 119 00:08:27.865 --> 00:08:30.650 like within 5 or 10 minutes of starting, 120 00:08:31.160 --> 00:08:34.049 early player retention may suffer 121 00:08:34.332 --> 00:08:38.463 Thus, early Stage 1-1 or 1-2 122 00:08:39.269 --> 00:08:42.473 should be short , from 50 seconds to 1 minute 20 seconds 123 00:08:43.180 --> 00:08:47.032 to quickly showcase the game's core mechanics 124 00:08:47.072 --> 00:08:51.555 After 2-3 hours of gameplay, 125 00:08:52.065 --> 00:08:53.462 battles should extend 126 00:08:53.462 --> 00:08:55.732 to around 2-3 minutes 127 00:08:56.000 --> 00:09:00.244 After one or two days of play, stage durations 128 00:09:00.831 --> 00:09:02.844 may reach 7 minutes 129 00:09:02.957 --> 00:09:06.556 or more in later stages, increasing the play time 130 00:09:07.119 --> 00:09:11.973 Since we are setting combat balance standards, 131 00:09:12.604 --> 00:09:19.128 we will use 3 minutes as the average battle clear time 132 00:09:19.679 --> 00:09:23.180 This 3-minute standard 133 00:09:23.770 --> 00:09:29.158 will serve as the basis for MORPG combat balancing, 134 00:09:29.566 --> 00:09:32.157 with early stages lasting 1-2 minutes 135 00:09:32.158 --> 00:09:35.694 and late-game encounters stretching to 7-8 minutes 136 00:09:36.500 --> 00:09:40.703 The balance can later be adjusted as necessary, 137 00:09:40.970 --> 00:09:42.544 so let's continue with 3 minutes 138 00:09:43.120 --> 00:09:45.742 Later, we can adjust the stages 139 00:09:46.408 --> 00:09:49.805 to 1-2 or 7-8 minutes after this work 140 00:09:50.020 --> 00:09:52.080 So let's start with the 3-minute mark 141 00:09:55.967 --> 00:10:02.066 How long will it take to defeat mobs with basic attacks? 142 00:10:03.516 --> 00:10:07.060 4 basic attack hits take ~2 seconds to defeat one mob, 143 00:10:08.240 --> 00:10:13.278 and 2 seconds are required to move to a mob after entering a stage 144 00:10:13.799 --> 00:10:20.799 Considering these factors, let's calculate the total time needed to defeat 30 mobs 145 00:10:21.636 --> 00:10:23.008 Time to move to a mob 146 00:10:23.008 --> 00:10:25.557 after entering the stage, 147 00:10:25.991 --> 00:10:28.343 it will be like 2 seconds 148 00:10:28.799 --> 00:10:31.613 That will have four attacks 149 00:10:32.260 --> 00:10:34.774 Designing it this way, 150 00:10:35.601 --> 00:10:40.528 this means that, in this stage, 151 00:10:40.665 --> 00:10:44.803 we can decide how long it will take to defeat 30 mobs 152 00:10:44.902 --> 00:10:49.984 only using basic attacks 153 00:10:50.799 --> 00:10:56.876 It is easier to consider the time for movement with the animation time 154 00:10:58.140 --> 00:11:02.100 So that's a good variable to work on 155 00:11:02.282 --> 00:11:07.080 Since we are working with four attacks in a pack, 156 00:11:07.799 --> 00:11:12.152 like slash, slash, slash, and boom 157 00:11:12.799 --> 00:11:18.018 So, if the animation isn't too slow, 158 00:11:18.366 --> 00:11:23.581 these four motions will take about 2 seconds, 159 00:11:24.080 --> 00:11:27.799 even 1 second or a little over that 160 00:11:28.187 --> 00:11:32.280 But the players don't just continuously attack 161 00:11:32.280 --> 00:11:35.432 They would move, attack, and move, then attack 162 00:11:35.433 --> 00:11:37.997 They would roll, they would dodge 163 00:11:38.002 --> 00:11:39.430 All these movements are included 164 00:11:39.430 --> 00:11:43.862 as the players attack, dodge, and move 165 00:11:44.349 --> 00:11:49.491 It is too complex to consider all these factors 166 00:11:49.799 --> 00:11:56.334 Therefore, let's just simply consider the movement and the attack to have 2 seconds, 167 00:11:56.338 --> 00:12:04.020 which includes four attacks and some movement to dodge 168 00:12:04.028 --> 00:12:07.232 This will be easier to balance it out 169 00:12:07.799 --> 00:12:11.960 Therefore, 30 mobs, only using basic attack, 170 00:12:12.326 --> 00:12:14.092 including movement and dodge, 171 00:12:14.400 --> 00:12:17.799 will take, how long? 172 00:12:18.209 --> 00:12:25.799 We can merge the information that each mob takes 2 seconds 173 00:12:26.134 --> 00:12:29.346 So for 30 mobs, 60 seconds 174 00:12:29.799 --> 00:12:31.799 That's the calculation 175 00:12:32.277 --> 00:12:39.126 Additional time for initial movement into the stage may slightly extend the total duration 176 00:12:44.253 --> 00:12:49.068 Let's now analyze 177 00:12:49.733 --> 00:12:53.952 combat when using only skills for one minute 178 00:12:54.799 --> 00:12:57.736 A skill has a cooldown of 20 seconds 179 00:12:57.928 --> 00:13:01.668 Each skill use defeats 3 mobs 180 00:13:02.968 --> 00:13:05.804 Then, within 1 minute, how many can one fight? 181 00:13:06.799 --> 00:13:08.799 I mentioned the cooldown time 182 00:13:08.799 --> 00:13:12.921 Let's just say that there 183 00:13:12.921 --> 00:13:15.687 is no MP usage to consider 184 00:13:16.070 --> 00:13:20.433 Let's just consider the cooldown time for this skill 185 00:13:20.799 --> 00:13:23.511 So the player can use it every 20 seconds 186 00:13:24.014 --> 00:13:27.200 Within 1 minute, the skill can be used 3 times 187 00:13:27.970 --> 00:13:33.786 Total mobs defeated in 1 minute will be 3 mobs 188 00:13:34.123 --> 00:13:35.233 This is how it works 189 00:13:39.973 --> 00:13:45.600 Then it will defeat 9 mobs 190 00:13:48.161 --> 00:13:52.799 Thus, when using only skills, for a whole minute, 191 00:13:54.104 --> 00:13:58.228 the player uses 3 skills in a minute 192 00:13:59.279 --> 00:14:02.641 Since one skill can defeat 3 mobs, 193 00:14:02.641 --> 00:14:05.908 the player can defeat 9 mobs in total 194 00:14:09.624 --> 00:14:19.799 Let's now establish damage standards for basic and skill attacks 195 00:14:21.129 --> 00:14:24.964 Let's set the mob HP at 100 196 00:14:26.219 --> 00:14:29.789 Slash, slash, slash, and boom, that's the basic attack 197 00:14:31.436 --> 00:14:36.101 that takes 2 seconds 198 00:14:36.611 --> 00:14:41.113 At the fourth attack, a mob dies 199 00:14:42.413 --> 00:14:49.438 So it dies after four basic attacks 200 00:14:49.936 --> 00:14:54.888 This is based on what we decided before 201 00:14:55.620 --> 00:15:01.508 What is the optimal attack count to keep the player engaged? 202 00:15:01.508 --> 00:15:04.014 We decided with four 203 00:15:04.266 --> 00:15:05.718 That's the reason 204 00:15:06.292 --> 00:15:08.644 But to die after four attacks, 205 00:15:08.644 --> 00:15:11.402 considering the mob's HP as 100, 206 00:15:11.692 --> 00:15:17.026 it requires four hits of 25 damage 207 00:15:17.666 --> 00:15:20.799 So, if all four attacks are the same, 208 00:15:22.051 --> 00:15:26.799 each basic attack should deal approximately 25 HP damage 209 00:15:28.293 --> 00:15:35.530 So four attacks will kill the mob 210 00:15:36.348 --> 00:15:41.426 To calculate the DPS for basic attacks, 211 00:15:43.374 --> 00:15:46.098 each basic attack deals 25 damage, 212 00:15:46.799 --> 00:15:51.075 and a full four-hit sequence totals 100 damage 213 00:15:53.225 --> 00:15:57.957 So for a second, it will yield 50 damage 214 00:15:58.799 --> 00:16:05.799 Since the entire sequence occurs within 2 seconds, 215 00:16:05.799 --> 00:16:10.621 the basic attack's damage per second is 50 216 00:16:11.101 --> 00:16:14.799 As mentioned earlier, 217 00:16:16.135 --> 00:16:22.228 basic attacks are executed within 2 seconds, 218 00:16:23.907 --> 00:16:26.281 dealing damage within that timeframe 219 00:16:26.544 --> 00:16:29.544 Based on this standard, the calculation is as follows 220 00:16:32.620 --> 00:16:38.365 Since basic attacks occur over 2 seconds, 221 00:16:38.365 --> 00:16:39.451 the total damage must be divided 222 00:16:39.571 --> 00:16:43.221 The total damage dealt is 100, 223 00:16:43.799 --> 00:16:45.799 and this is executed within 2 seconds 224 00:16:45.799 --> 00:16:47.398 Slash, slash, slash, and boom 225 00:16:48.008 --> 00:16:50.670 That's two seconds 226 00:16:50.670 --> 00:16:53.059 So we need to determine the damage dealt per second 227 00:16:53.832 --> 00:16:57.289 Dividing 100 by 2 results in 50 228 00:16:57.289 --> 00:17:02.140 This allows for a simpler approach to thinking about the calculation 229 00:17:02.799 --> 00:17:06.800 Ultimately, this process determines DPS 230 00:17:07.611 --> 00:17:10.800 It is the amount of damage dealt per second 231 00:17:11.832 --> 00:17:16.800 To calculate one-second damage, we follow this method 232 00:17:20.800 --> 00:17:23.950 Now, let’s determine 233 00:17:24.524 --> 00:17:27.081 the DPS for skill attacks 234 00:17:28.294 --> 00:17:31.077 Previously, we calculated 235 00:17:31.696 --> 00:17:33.529 the DPS 236 00:17:33.800 --> 00:17:36.800 for basic attacks, 237 00:17:37.702 --> 00:17:41.500 which determines how much damage is applied per second, 238 00:17:42.073 --> 00:17:45.115 which works as a reference for various damage calculations 239 00:17:46.712 --> 00:17:50.800 Let’s examine a different skill 240 00:17:51.309 --> 00:17:53.622 For example, let’s assume a mage 241 00:17:54.366 --> 00:18:00.800 who casts homing Magic Missiles 242 00:18:01.800 --> 00:18:04.489 Before using the skill, there is an initial state 243 00:18:04.978 --> 00:18:10.800 When the skill is cast, three projectiles are launched as Magic Missiles 244 00:18:11.349 --> 00:18:13.800 These homing missiles 245 00:18:14.423 --> 00:18:19.489 each hit one of three different mobs 246 00:18:19.800 --> 00:18:27.800 Now, let’s assume each Magic Missile deals 100 damage 247 00:18:28.158 --> 00:18:33.177 Since we previously set the mob health to 100, 248 00:18:33.671 --> 00:18:37.263 this means a mob will die after being hit by a single Magic Missile 249 00:18:37.829 --> 00:18:41.187 Therefore, with three projectiles, three mobs can be defeated 250 00:18:41.187 --> 00:18:44.121 Since all three projectiles are launched at once, 251 00:18:44.785 --> 00:18:46.800 three enemies are eliminated simultaneously 252 00:18:47.498 --> 00:18:51.457 As a result, the total damage inflicted is 300 253 00:18:52.377 --> 00:18:54.636 Each projectile deals 100 damage, 254 00:18:54.636 --> 00:19:00.775 and three projectiles are launched, bringing the total to 300 255 00:19:01.479 --> 00:19:06.296 The sequence follows: button press → casting → cooldown 256 00:19:07.019 --> 00:19:13.746 Similarly, this skill has a cooldown time of 20 seconds 257 00:19:14.464 --> 00:19:19.879 Now, let’s determine the DPS for skill attacks 258 00:19:20.598 --> 00:19:24.021 This skill can be used once every 20 seconds 259 00:19:24.351 --> 00:19:26.311 Each time it is used, it launches three Magic Missiles 260 00:19:26.800 --> 00:19:30.292 Since each Magic Missile deals 100 damage, the total damage per use is 300 261 00:19:31.041 --> 00:19:32.524 Thus, the total damage output is 300, 262 00:19:32.525 --> 00:19:34.434 since there are three projectiles 263 00:19:34.800 --> 00:19:36.863 Given that the skill has a 20-second cooldown, 264 00:19:39.847 --> 00:19:45.176 we get the DPS of 15 265 00:19:46.793 --> 00:19:51.241 The total damage is 300, and the skill has a 20-second cooldown 266 00:19:51.879 --> 00:19:56.322 Therefore, the damage per second is calculated as 15 267 00:19:56.616 --> 00:20:02.617 For instance, since the skill has a cooldown of 20 seconds, 268 00:20:03.334 --> 00:20:07.491 within one minute, it can be used three times 269 00:20:07.800 --> 00:20:11.422 Multiplying 300 by 3 gives a total of 900 damage per minute 270 00:20:12.328 --> 00:20:16.394 To determine the per-second damage, we divide 900 by 60 271 00:20:16.396 --> 00:20:19.398 This results in a DPS of 15 272 00:20:19.398 --> 00:20:21.800 That's how the calculation works 273 00:20:21.800 --> 00:20:26.757 This calculation method allows us 274 00:20:27.301 --> 00:20:30.800 to determine the damage output per second 275 00:20:30.800 --> 00:20:32.800 Using this, we can also determine the damage output per minute 276 00:20:32.800 --> 00:20:37.800 Establishing damage benchmarks based on time makes calculations more structured 277 00:20:41.484 --> 00:20:45.818 Now, let’s further discuss 278 00:20:46.389 --> 00:20:49.485 the damage per second for basic and skill attacks 279 00:20:50.853 --> 00:20:53.211 A character can execute two basic attacks per second 280 00:20:54.353 --> 00:20:57.135 Each second, a basic attack deals 50 damage 281 00:20:57.680 --> 00:20:59.869 Thus, the basic attack’s DPS is 50 282 00:21:00.626 --> 00:21:02.272 That's the calculation 283 00:21:03.644 --> 00:21:07.787 Every 20 seconds, a skill deals 300 damage per use 284 00:21:08.107 --> 00:21:10.714 This results in a skill DPS of 15 285 00:21:10.969 --> 00:21:12.852 That's what we have 286 00:21:13.710 --> 00:21:19.800 From this, the skill’s DPS is 15 287 00:21:20.144 --> 00:21:22.144 Now, let’s combine both values 288 00:21:22.972 --> 00:21:27.979 Since the player continuously executes basic attacks 289 00:21:27.979 --> 00:21:30.457 while moving, dodging, and using skills, 290 00:21:30.457 --> 00:21:33.492 we assume these occur simultaneously 291 00:21:34.093 --> 00:21:37.801 Given this, we can determine 292 00:21:38.024 --> 00:21:41.028 the total damage dealt per minute, 293 00:21:41.338 --> 00:21:43.994 per two minutes, per three minutes, and so on 294 00:21:44.155 --> 00:21:46.700 By computing it per second, 295 00:21:47.349 --> 00:21:49.715 we arrive at the total DPS for basic attack as 50 296 00:21:50.417 --> 00:21:53.186 and that for skill attacks as 15 297 00:21:53.784 --> 00:21:58.573 Adding these together results in a total DPS of 65 298 00:21:58.800 --> 00:22:00.904 This is the total DPS, 299 00:22:00.904 --> 00:22:02.941 or the total damage 300 00:22:03.297 --> 00:22:09.800 Thus, the total DPS for the player character is set at 65 301 00:22:11.285 --> 00:22:15.767 Now, let’s discuss the damage per second for both basic and skill attacks 302 00:22:17.457 --> 00:22:21.194 The DPS for basic attacks is 50 303 00:22:21.936 --> 00:22:25.266 The DPS for skill attacks is 15 304 00:22:25.800 --> 00:22:31.310 Therefore, the total DPS is calculated as 50 + 15, 305 00:22:31.311 --> 00:22:32.311 which is 65 306 00:22:33.332 --> 00:22:38.495 Multiplying 65 by 180 seconds for three minutes, 307 00:22:39.103 --> 00:22:42.636 the total damage a player can deal over 3 minutes is 11,700 308 00:22:44.047 --> 00:22:47.681 Therefore, the total enemy health across 3 minutes should be set at 11,700 309 00:22:47.886 --> 00:22:51.044 Let’s simplify this explanation further 310 00:22:51.691 --> 00:22:55.456 For example, based on our established standard: 311 00:22:55.987 --> 00:22:59.274 A mob dies after taking four hits 312 00:22:59.341 --> 00:23:04.341 The game is designed to be cleared within 3 minutes 313 00:23:04.364 --> 00:23:09.184 These assumptions serve as the foundation for balancing gameplay 314 00:23:10.644 --> 00:23:13.895 Since the DPS is 65 315 00:23:14.290 --> 00:23:17.865 and the game is cleared in 3 minutes, multiply by 180 316 00:23:18.193 --> 00:23:20.416 means that if we play at maximum efficiency, 317 00:23:20.416 --> 00:23:24.619 we can deal a total of 11,700 damage over 3 minutes 318 00:23:25.148 --> 00:23:32.020 During these 3 minutes, groups of mob 319 00:23:32.021 --> 00:23:34.087 and the boss mob will appear 320 00:23:34.498 --> 00:23:39.800 If their combined health is set to 11,700, they will be able to withstand the attacks 321 00:23:39.956 --> 00:23:42.662 Since we can deal 11,700 damage, 322 00:23:43.161 --> 00:23:46.279 assuming no defense and only considering health, 323 00:23:46.735 --> 00:23:50.410 if the mobs collectively have 11,700 health, 324 00:23:50.694 --> 00:23:53.599 the game will end within the 3-minute timeframe 325 00:23:54.552 --> 00:23:59.109 This is where the concept of total player attack power equaling total enemy health comes into play 326 00:23:59.794 --> 00:24:03.773 The total damage a player can deal in 3 minutes is 11,700, 327 00:24:04.223 --> 00:24:07.757 and the total enemy health over 3 minutes is also 11,700 328 00:24:08.864 --> 00:24:13.967 The enemies include dozens of mob and one boss mob 329 00:24:17.812 --> 00:24:22.348 Now, let’s distribute the health 330 00:24:23.159 --> 00:24:28.318 Let’s assume that players spend 1 minute and 30 seconds fighting mobs 331 00:24:28.977 --> 00:24:34.120 and another 1 minute and 30 seconds fighting the boss mob 332 00:24:34.580 --> 00:24:38.216 This means the game will be completed within 3 minutes 333 00:24:39.359 --> 00:24:44.329 So, we divide the total health, 334 00:24:44.472 --> 00:24:46.855 setting 5850 as the total health of the mob and the boss mob, 335 00:24:47.218 --> 00:24:51.941 splitting the 11,700 evenly 336 00:24:56.406 --> 00:25:02.800 However, we previously set a mob's health at 100 337 00:25:03.800 --> 00:25:06.649 because we assumed it dies after four hits, 338 00:25:06.653 --> 00:25:09.600 with each hit dealing 25 damage 339 00:25:10.957 --> 00:25:13.338 Thus, the health of a mob is 100 340 00:25:13.611 --> 00:25:17.329 To make the numbers more uniform, 341 00:25:18.090 --> 00:25:23.190 let's adjust the total HP of the mob group to 5,800, 342 00:25:23.191 --> 00:25:25.453 setting the number of mobs to 58 343 00:25:26.143 --> 00:25:29.224 The boss mob's health is then adjusted to 5,900 344 00:25:29.434 --> 00:25:32.139 This adjustment results in a more rounded number 345 00:25:33.287 --> 00:25:36.728 Since the mob health is set at 100, 346 00:25:37.001 --> 00:25:39.725 dividing 5,850 doesn't align well with this unit 347 00:25:39.899 --> 00:25:41.564 So adjust it to 5,800 348 00:25:42.118 --> 00:25:45.065 and subtract 50 from the total HP of mobs 349 00:25:45.628 --> 00:25:49.013 while adding 50 to the boss mob's HP to balance the values 350 00:25:50.470 --> 00:25:55.285 Now, within the 3-minute playtime, 351 00:25:56.151 --> 00:25:58.157 mobs appear with 100 health each, 352 00:25:58.468 --> 00:26:02.557 with 58 total mobs, resulting in 5,800 total health 353 00:26:02.557 --> 00:26:06.820 The boss mob has 5,900 health 354 00:26:08.784 --> 00:26:11.087 That's what we've been looking at 355 00:26:11.918 --> 00:26:16.179 Let’s summarize the first round of combat balance adjustments 356 00:26:17.187 --> 00:26:19.610 A mob dies after four hits 357 00:26:20.016 --> 00:26:23.446 Basic attacks can be performed four times over 2 seconds, 358 00:26:24.019 --> 00:26:26.369 dealing 25 damage per hit 359 00:26:26.999 --> 00:26:30.169 Skill attacks can be used once every 20 seconds, 360 00:26:30.661 --> 00:26:35.946 dealing 100 damage to three enemies per use 361 00:26:36.509 --> 00:26:40.469 58 mobs appear, each with 100 health 362 00:26:41.137 --> 00:26:43.339 The boss mob has 5,900 health 363 00:26:43.723 --> 00:26:46.470 A player can deal 65 DPS 364 00:26:46.977 --> 00:26:50.316 The total damage dealt over 3 minutes is 11,700 365 00:26:50.800 --> 00:26:54.631 Combat is designed to last for an average of 3 minutes 366 00:26:55.220 --> 00:26:59.178 This is what we have so far 367 00:27:00.008 --> 00:27:05.800 All these are derived from the initial balancing criteria 368 00:27:06.296 --> 00:27:09.412 Since we set mobs to die after four hits, 369 00:27:09.774 --> 00:27:12.040 we established their health at 100, 370 00:27:12.413 --> 00:27:16.978 ensuring that four basic attacks, as in 25 x 4 371 00:27:17.970 --> 00:27:21.424 Similarly, skill attacks can be used once every 20 seconds, 372 00:27:21.866 --> 00:27:26.249 dealing 100 damage to three enemies at a time 373 00:27:26.255 --> 00:27:30.112 With these calculations, we derived DPS values 374 00:27:30.307 --> 00:27:33.029 for basic and skill attacks 375 00:27:33.305 --> 00:27:36.140 Basic attack DPS is 50, skill attack DPS is 15 376 00:27:36.235 --> 00:27:42.343 So the total DPS combining the two will be 65 377 00:27:43.064 --> 00:27:46.660 And the mobs have 100 health each, with a total of 58 appearing 378 00:27:46.660 --> 00:27:49.386 The boss monster has 5,900 health 379 00:27:49.869 --> 00:27:56.608 It comes from the total damage they can inflict over three minutes as 11,700 380 00:27:57.171 --> 00:28:00.720 with the total average numbers for the enemies 381 00:28:03.917 --> 00:28:07.593 Combat Balance Criteria Setup 382 00:28:09.800 --> 00:28:13.205 We have now gone through the process of setting up combat balance criteria 383 00:28:14.372 --> 00:28:18.678 If the game being developed follows turn-based combat rules, 384 00:28:18.980 --> 00:28:21.252 there are no variables related to movement or action, 385 00:28:21.860 --> 00:28:26.039 meaning that the initial criteria we set will likely align well 386 00:28:26.491 --> 00:28:28.256 There will be an attack order, 387 00:28:28.525 --> 00:28:31.928 the calculations will remain consistent for the turn-based combat 388 00:28:31.928 --> 00:28:36.800 Even if the balance is designed using spreadsheets, there aren't dynamic variables 389 00:28:36.800 --> 00:28:38.800 so the numbers will largely hold up 390 00:28:42.474 --> 00:28:47.234 However, since we are discussing an action RPG, 391 00:28:47.753 --> 00:28:51.677 balancing is significantly more complex than in turn-based combat 392 00:28:52.774 --> 00:28:54.497 Various factors influence the calculations, 393 00:28:54.896 --> 00:28:57.646 such as the amount of damage a player can deal per minute 394 00:28:58.020 --> 00:29:01.418 and the conditions under which multiple mobs are hit simultaneously 395 00:29:02.514 --> 00:29:07.467 For instance, a player may evade attacks by stepping back while attacking 396 00:29:08.800 --> 00:29:12.656 If mobs are clustered closely together, 397 00:29:13.425 --> 00:29:15.335 a single attack may hit multiple enemies instead of just one, 398 00:29:15.704 --> 00:29:20.022 allowing for faster enemy elimination 399 00:29:21.920 --> 00:29:27.392 Action RPGs involve variables like character movement and dodging, 400 00:29:28.572 --> 00:29:34.390 and the number of mobs affected by basic attacks depends on how they are positioned 401 00:29:39.264 --> 00:29:44.382 Without any established criteria, balance adjustments become impossible, 402 00:29:44.590 --> 00:29:47.694 ultimately reducing the game’s quality and fun factor 403 00:29:48.018 --> 00:29:52.055 Because action RPGs contain these unpredictable elements, 404 00:29:52.286 --> 00:29:56.073 Excel balance calculations may not always be perfectly accurate 405 00:29:56.787 --> 00:30:00.480 That said, if no criteria are set from the start, 406 00:30:00.481 --> 00:30:04.200 there is no way to achieve balance at all 407 00:30:04.200 --> 00:30:06.349 This would negatively impact the game and the player experience 408 00:30:07.076 --> 00:30:09.794 Instead, by establishing foundational balance criteria, 409 00:30:09.958 --> 00:30:11.384 such as mobs dying after four hits 410 00:30:11.384 --> 00:30:14.281 or the number of basic attacks landing within two seconds, 411 00:30:14.596 --> 00:30:17.537 we can first set an initial balance 412 00:30:18.075 --> 00:30:21.930 and, by fine-tuning the rules, 413 00:30:21.936 --> 00:30:25.003 we can further refine the balance to make it more precise 414 00:30:29.867 --> 00:30:35.472 Action MORPGs produce different outcomes depending on the player’s skill level 415 00:30:36.086 --> 00:30:38.631 We can assume three types of players, 416 00:30:38.632 --> 00:30:41.349 highly skilled, unskilled, and average players, 417 00:30:42.014 --> 00:30:45.709 to design a combat AI to test different combat scenarios 418 00:30:46.341 --> 00:30:48.845 Once the auto-combat AI is developed, 419 00:30:49.359 --> 00:30:53.953 we can apply the first-round balance calculations to both player characters and mobs 420 00:30:54.473 --> 00:30:58.682 to see how much these calculations deviate from the expected values 421 00:30:59.425 --> 00:31:02.793 However, since developers are generally more skilled at playing their own games, 422 00:31:03.239 --> 00:31:06.160 the balance should be based on less skilled players 423 00:31:06.505 --> 00:31:09.834 For example, if we design AI-driven combat, 424 00:31:10.181 --> 00:31:12.545 we can establish simple rules like using skills in sequence 425 00:31:13.233 --> 00:31:18.181 or having the character move and attack when an enemy enters its range 426 00:31:18.182 --> 00:31:21.035 This is how we plan the AI rules 427 00:31:21.665 --> 00:31:26.206 By creating AI rules and implementing auto-combat, 428 00:31:26.682 --> 00:31:27.972 we can test 429 00:31:28.832 --> 00:31:34.491 whether the Excel balance calculations match actual gameplay 430 00:31:35.332 --> 00:31:40.473 If not, we can apply correction factors like multiplying by 0.3 or 0.2 431 00:31:41.109 --> 00:31:44.625 to adjust the values closer to real gameplay conditions 432 00:31:45.068 --> 00:31:50.387 Since it’s impractical to manually playtest every scenario, 433 00:31:50.957 --> 00:31:53.803 if the game has 500 stages, 434 00:31:54.066 --> 00:31:56.096 such as Stage 1, 435 00:31:56.447 --> 00:31:59.752 Stage 50, Stage 100, and Stage 150, 436 00:32:00.022 --> 00:32:03.214 we can test select stages 437 00:32:03.553 --> 00:32:06.096 and make broader balance adjustments 438 00:32:06.709 --> 00:32:09.988 This method is called sampling balance tuning 439 00:32:10.432 --> 00:32:14.348 If balance is refined at key stages, 440 00:32:14.721 --> 00:32:17.826 we assume the values between them will also be reasonably balanced 441 00:32:17.826 --> 00:32:21.292 This way, we don’t need to test every single stage, 442 00:32:21.316 --> 00:32:25.201 and we can still fine-tune the balance efficiently 443 00:32:25.202 --> 00:32:28.879 By making adjustments based on those results, 444 00:32:29.064 --> 00:32:32.345 we can gradually refine the balance 445 00:32:43.871 --> 00:32:46.035 This concludes today's lecture 446 00:32:46.470 --> 00:32:48.129 Great job, everyone 447 00:32:48.533 --> 00:32:49.533 Thank you 448 00:32:50.128 --> 00:32:51.938 Adjusting Health to Match Combat Duration Combat flow: Entry → Battle with mobs → Boss fight → Boss defeated 449 00:32:51.938 --> 00:32:54.093 Average Time per Stage Other MORPGs: Early stages: 1–2 minutes Later stages: 7–8 minutes 450 00:32:54.093 --> 00:32:56.023 Combat Balance Criteria for a 3-Minute Stage Mobs die after 4 hits Basic attack: 4 hits in 2 seconds, 25 damage per hit 451 00:32:56.023 --> 00:32:57.808 Skill attack: Usable every 20 seconds Hits 3 enemies, dealing 100 damage each 452 00:32:57.811 --> 00:32:59.692 Total enemy health: Mobs: 100 HP each, 58 appear Boss: 5,900 HP Player’s damage output: 65 DPS 11,700 total damage over 3 minutes 453 00:32:59.692 --> 00:33:02.316 Combat Balance Types Turn-based Combat Fixed attack order and timing Fewer variables, easier to align with initial balance criteria 454 00:33:02.316 --> 00:33:04.095 Action RPG Variables include movement, dodging, and enemy positioning Mobs affected by attacks vary based on spacing 455 00:33:04.095 --> 00:33:06.634 Action MORPG Player skill affects outcomes AI designed to simulate different skill levels 456 00:33:06.634 --> 00:33:09.595 Auto-combat AI helps verify if initial balance calculations align with actual gameplay