Is that character a variant? (I just love getting asked that in channel.) - Charis

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FfH Paring Questions

I think this snippet from one of David Sirlin's articles on balance might be useful for our discussion.

Quote: David Sirlin from his article - Balancing Multiplayer Games, Part 3: Fairness

The Tier List

During the balancing of Street Fighter, Kongai, and my card game called Yomi, I used a similar approach with playtesters. I think this approach doesn’t really depend on the genre, and the key idea is managing the tier list.

The term “tier list” is, I think, a term from the fighting game genre. It means a ranking of how powerful each character is from highest to lowest, but it also accepts that such a list cannot be exact. Instead of ranking 20 characters from 1 to 20, the idea is to group them together into “tiers” of power. Remember that if a divine being handed you a 100% perfectly balanced game, that players would still make tier lists. You should accept the existence of these lists from players as a given, and its your job to manage this list.

In Kongai and Yomi, I even gave the players a template for the tier list that is most useful for me as a designer. First, I tell them to think of three tiers: top, middle, and bottom. Then I tell them about the two “secret tiers” that I hope are empty.

0) God tier (no character should be in this tier, if they are, you are forced to play them to be competitive)
1) Top tier (don't be afraid to put your favorite characters here. Being top tier does not necessarily mean any nerfs are needed)
2) Middle tier (pretty good, not quite as good as top)
3) Bottom tier (I can still win with them, but it's hard)
4) Garbage tier (no one should be in this. Not reasonable to play this character at all.)

My first goal of balancing is to get the god tier empty. Of course some character will end up strongest, or tied for strongest, and that is ok. But a “god tier” character is so strong as to make the rest of the game obsolete. We have to fix that immediately because it ruins the whole playtest (and the game). Also, the power level of anything in the god tier is so high, that we can’t even hope to balance the rest of the game around it.

My next goal is get rid of the garbage tier characters. They are so bad that no one touches them, and it’s usually pretty easy to increase their power enough to get them somewhere between top, middle, and bottom. If they are somewhere in those three tiers (which gives you a lot of latitude actually), at least they are playable.

Public Tier Lists

I really like it when playtesters all see each other’s tier lists. The debate this spawns is very useful for me to read (or overhear in person) and for the playtesters to sort out their ideas. Sometimes when someone put a character unusually high or low on the list, I dug deeper to find out that player really did know something most of the rest of us didn’t. Other times, that player is just crazy and the rest of the testers are happy to point that out. It’s also good to see what kind of consensus the testers come up with, like if they all rank a certain character as the worst, for example.

The biggest landmark moments in each of the games I balanced was when the tester communities consistently gave tier lists with no characters in the god tier or garbage tier. Once you’ve achieved that, the next goal is to compress the tiers. That means that you want the difference between the best and worst characters to be as small as possible. Notice that that means even if you have the same characters in the bottom tier that you did a month ago, you might have dramatically improved the game if all those “bad” characters are really only a hair worse than the tier above, rather than way worse.

Adjusting the Tiers

In all the games I balanced, I used the same approach of letting the top tier set the benchmark power-level. In Street Fighter, I already had an established top tier as a starting point from the previous game, but in Kongai and Yomi, it was somewhat accidental who ended up in the top tier. But early on, after the god tier was removed and it was pretty clear which characters / decks were top, I allowed that to be the target power level. In other words, the characters in that tier are “how the game is supposed to be.” Again, I didn’t plan exactly who would be here, but I accepted how it ended up and worked with it. So if the top tier is the target, it’s the bottom tier you should adjust the most. If the top tier is the intended power level, you don’t really want to mess up the good things you have going there. Instead, boost the bottom characters up and compress the tiers as much as you can, so you get the worst characters just barely below or equal to the best characters.

There are some psychological factors that I saw over and over again while making these adjustments. The first is that whenever I make a move or character worse (aka “nerfing”), players overreact. Sometimes that top tier creeps a little too high in power, or an otherwise average character ends up having something unexpected that’s crazily good, or a character has a move that really reduces the strategy in the game and needs to lose that in exchange for gaining something else. There’s lots of reasons for nerfs.

I’ll use some made-up numbers to convey the general idea here. Imagine a move is at power level 9 out of 10, and that’s just too good for that character. Time and time again, I saw that if I made the power level an 8 out of 10, playtesters would complain that the move was worthless and put the character down at least one tier. This happened consistently, and even in the cases where 8 out of 10 was still too powerful and it really needed to be a 7. For some reason, players in every game seem unable to grasp the concept that a top tier character who is made slightly worse can still be a top tier character.

This is one of the cases where I think you just can’t listen to the playtesters. Ignore their first reactions to nerfs, let them play it more and get used to it, let them see if they can still be successful with the new version of the move, then take their feedback on that move or character more seriously.

The other psychological effect to know about is what happens when you increase a move’s power. I learned about this Rob Pardo’s lecture on balancing multiplayer games at the Game Developer’s Conference, and I tried it on all the games I balanced, and I think Rob is right. He said that if you have a move that you’re not really sure how to balance, make it too powerful. If you make it too weak, then you run the risk of no one using it at all. Then, when you slightly increase its power, none of the testers will notice or care. They already decided that move is weak. Then if you make it slightly more powerful still, they still won’t care. Even when you inch it up past the reasonable level of power, it’s hard to get it on people’s radar and that makes it really hard to know how to tune the move.

Instead, Pardo said to start with the move too powerful. Then everyone will know about it and care about it. I did exactly this with T.Hawk, Fei Long, and Akuma in Street Fighter HD Remix, because I had trouble figuring out their power levels. Each one of those characters was the best character in the game at some point in development, and that meant I got lots of feedback from testers about these characters. It also gave me a sense of where the top of the scale even was. Sometimes my “too powerful” versions of a character would end up waaaaay too good, or sometimes just barely too good. By knowing where the upper limit was, it helped me pick appropriate power levels more quickly. That said, I did have to deal with the inevitable cries that follow all nerfs, but that just goes with territory here.

Illusions in Tiers

Another point from Rob Pardo’s speech on multiplayer games was not to balance the fun out of things. I’m very conscious of this as well. Don’t just think about the game as some abstract set of numbers that has to line up. You also have to think about how people will perceive it and whether it’s actually fun. Pardo said that he likes the player to feel like the tools they have are extremely powerful, even though they are actually fair.

Tafari is unfair!An example of this in one of my games is Tafari, the Trapper in Kongai. Tafari’s main ability is that the enemy cannot switch characters while fighting him. Switching characters is one of the game’s main mechanics, so fighting him is like playing rock, paper, scissors with no rock. It seems, at first glance, ludicrously powerful. But from the start, I gave Tafari several weaknesses and he loses many fights if he ends up having to fight on even footing. He’s best when you bring him in against an already-weak character to finish them off.

I knew Tafari was not too powerful. I tested him with many experts and they tended to rank him as middle tier once they got the hang of him. As we added new testers over time, probably nearly 100% of them claimed that Tafari was too strong. I refused to change him though and after a year of testing, the best players still ranked him as middle tier, while inexperienced players still ranked him as top. Tafari is an illusion.

I’m telling you this because you have to be very careful with feedback in cases where you intentionally made something feel more powerful than it actually is. It’s a success if you can pull that off though, because Tafari makes the game more interesting, creates lots of debates, and at the end of the day, he is balanced.

Why don't we come up with tier lists based on this model for whatever we're talking about at the moment whether it be leaders, traits, civilizations, units, etc. That way we can find some commonality of opinion and can focus on targeting what needs to be targeted quickly without the conversation going everywhere.

Sareln, since you're the one programming this, would you like to suggest what we focus on? That way we can provide discussion onto whatever is most relevant for you at the moment.
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I've read all of Sirlin's stuff and he has some good insights. Unfortunately, he has the luxury of working with a field that has only the characters as it's variables, the map (stage) is always constant.

What I'd like from people is a point value for each civic (within categories) between 1 - 10, where 1 is "I would never use this" and 5 is "This is situational and/or works well only with some civ/leaders" and 10 is "I will always use this if possible".

Additionally, do the same for Leader Traits, except vary from 1 - 5. 1 is "a useless trait which has no bearing on which leader I pick" and 5 is "I always try to pick leaders with this trait".

Assume in both cases that your goal is to win the game, not roleplay :neenernee
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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That looks like quite a good article to me. I'll give it a go for civs in a minute. I think it's also worth doing for civics at some point.

EDIT - crossposted. I'll go with Sareln's request and do civics first then. As far as leaders go, I personally consider them too heavily tied to the civs they lead, so I don't see the benefit of balancing traits directly. I think unrestricted leaders is broken anyway purely because of adaptive, so while unrestriced is fun, it should only really be balanced for restricted.

Bobchillingworth Wrote:Actually, to quote the FFH Civilopedia:

...

Which fits perfectly with letting specters do the fighting for them. Skeletons do crap damage, move slowly, and can't even attack the turn they're summoned- they hardly compare. Vampires do kill stuff- just only things that have been weakened by waves of cannon-fodder.

Ok, fair point. I was going by more of a common understanding of vampires, and hadn't looked at the Civilopedia. I'd question whether they wrote that before or after they designed the unit, but that's beside the point now. I still think it's not a flavour loss, but it's definately not a profit then.


Bobchillingworth Wrote:Is this offer genuine? Roll up a non-islands mirror map (small size, I guess), and I'll be happy to duel you. Ancient Era start, barbs, all unique features, double events- standard settings used for these games. I'll take Sheelba of the Clan. Just be aware that the game will probably take around a month to complete depending on how often we play, so come in with the intention more of having fun and less of proving a point wink

It was genuine, and yes more for fun than to really prove anything. I'll sort out details by pm.
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Civics


Government

* Despotism: 2

* City States: 8

* God King: 6

* Aristocracy: 10

* Theocracy: 4

* Republic: 2

(I've already chatted with Sareln some about how to improve cottages so that they can compete with aristofarms- best idea so far is to edit Republic so that it no longer gives the culture boost, but instead gives +1 hammer for villages and a total of +2 for towns. The goal is to give the player a substantial reward for putting the effort into those slow-growing, easily-pillaged cottages (the village hammer bonus prevents the Bannor from getting screwed over with Crusade demoting their towns- could make the +1 hammer exclusive to Crusade itself, actually).


Cultural Values

* Religion: 2

* Pacifism: 5

* Nationhood: 8

* Sacrifice the Weak: 5 / 10 (situational, but if you're able or willing to run the Veil, then of course)

* Social Order: 3

* Consumption: 7

* Scholarship: 6

* Liberty: 4

* Crusade: 5


Labor

* Tribalism: 1

* Apprenticeship: 9

* Slavery: 7

* Arete: 5 / 9 (see "sacrifice the weak")

* Military State: 9

* Caste System: 2

* Guilds: 3


Economy

* Decentralization: 1

* Agrarianism: 10

* Conquest: 8

* Mercantilism: 2

* Foreign Trade: 1

* Guardian of Nature: 10 or 1- depends on if Elves.


Both Under and Overcouncil are 10, in the sense that I'll run whichever available if I can spare the turn of revolt.


Traits


I'm going to go with DerWille's point system, with 2 points for a very strong trait, 1 for a good - reasonable trait, and .5 for lousy filler traits (which still have roles in the game, just not very good ones tongue ). Within the point value categories I've given each a value of between 1-5, as requested. I'm also going to ignore civ-specific traits (including Tolerant).


2 Point Traits:

Financial (5)

Raiders (5)

Adaptive (5)


1 Point Traits:

Aggressive (4)

Charismatic (4)

Organized (3)

Philosophical (3)

Spiritual (3)

Arcane (3)

Summoner (3)

Expansive (3)

Creative (2)

Industrious (2)


.5 Point Traits

Barbarian (2)

Magic Resistant (2) [Yes, I am ranking it here even though it isn't "official" :neenernee ]

Defender (1)

Ingenuity (1)

Insane (1)
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Sareln Wrote:What I'd like from people is a point value for each civic (within categories) between 1 - 10, where 1 is "I would never use this" and 5 is "This is situational and/or works well only with some civ/leaders" and 10 is "I will always use this if possible".

Additionally, do the same for Leader Traits, except vary from 1 - 5. 1 is "a useless trait which has no bearing on which leader I pick" and 5 is "I always try to pick leaders with this trait".

Assume in both cases that your goal is to win the game, not roleplay :neenernee

Civics:

Government

10. Aristocracy
8. God King
6. City States
4. Republic
3. Theocracy

Cultural Values

9. Consumption
8. Nationhood
6. Scholarship
5. Liberty, Pacifism, Sacrifice the Weak, Crusade
4. Religion
2. Social Order

Labor

9. Guilds
8. Apprenticeship
5. Slavery, Arete, Military State
1. Caste System

Economy

10. Agrarianism
9. Conquest
6. Foreign Trade
5. Guardians of Nature
1. Mercantilism

Membership

N/A. I've never used either.

Traits

5. Financial, Adaptive, Raiders
4. Philosophical, Expansive, Aggressive, Summoner
3. Arcane, Charismatic, Creative, Spiritual
2. Organized, Ingenuity
1. Barbarian, Defender, Industrious
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Insane is just great though. Gotta be the single most fun trait you could ever play.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Krill Wrote:Insane is just great though. Gotta be the single most fun trait you could ever play.

There's no way to balance it, but it's staying in. Insane leaders will only *start* balanced before the first bout of insanity wink.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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Civics:

Government

10. Aristocracy
7. God King
6. City States
3. Republic
3. Theocracy

Cultural Values

8. Nationhood
7. Consumption
6. Scholarship, Sacrifice the Weak
5. Religion, Crusade
4. Pacifism
3. Liberty, Social Order

Labor

8. Military State
7. Apprenticeship, Arete
6. Guilds
5. Slavery
2. Caste System

Economy

9. Guardians of Nature with elves
9. Agrarianism
8. Conquest
5. Guardians of Nature without elves
3. Foreign Trade
3. Mercantilism

Membership

10. Overcouncil (no reason not to use it)
10. Undercouncil (no reason not to use it)

Traits

5. Financial, Summoner
4. Philosophical, Expansive, Spiritual, Aggressive, Adaptive, Raiders
3. Arcane, Charismatic
2. Organized, Industrious, Creative
1. Barbarian, Defender, Ingenuity


Blatantly stole the format from DerWille
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Civics


Government

* Despotism: 1
Switch out of it early.

* City States: 8
Semi viable alternative to aristograrianism.

* God King: 5
Good when very small.

* Aristocracy: 10
With agrarianism, kingly.

* Theocracy: 5
2 good situational uses.. Either to take advantage of Luonottar boosted specialists or to go to war. Often too expensive.

* Republic: 2
Just kind of weak. For such a late civic, it should be better.

Cultural Values

* Religion: 4
Gives a little bit of happiness, and is available early enough for it to matter. Generally beaten out by the other two early civics, but it isn't much worse.

* Pacifism: 5
Getting the first few GPs out faster is nice, even if it means cutting into military production.

* Nationhood: 5
Some nice early production bonus.

* Sacrifice the Weak: 7+
Very terrain and resource dependent. If you have some good health, and won't be affected by hell terrain overly, it becomes godly. Even if you're in a fairly negative situation though, it is still normally good if you are in a position to adopt it.

* Social Order: 2
Gives a lot of happiness, but at stage where it normally won't matter, when better civics are available.

* Consumption: 8
Good general purpose civic. Extra gold is always welcome.

* Scholarship: 5
Makes a very good specialist economy, but comes fairly late on the tech tree and needs a decent amount of focus. Hard to use in wartime

* Liberty: 4
Use only for cultural purposes. Within that niche, it is excellent.

* Crusade: 5
I don't like the placement in the civics tree. I think it would work better as a membership civic, alongside over and undercouncil.

Labor

* Tribalism: 1
Switch out.

* Apprenticeship: 5
I don't like the decreased production on this. It's uses are mainly if you don't have another way of getting 2xp on new units, or if you need to find a way to get to 8/10xp for instamages. It's a solid early civic though.

* Slavery: 6
Despite the nerfs, it is still very handy to be able to convert population into hammers.

* Arete: 7
Synergizes really well with aristograrianism. Available pretty early.

* Military State: 8
Good war civic. And increased unit maintenance is just generally useful.

* Caste System: 5
Combine it with scholarship and make a really nice specialist economy. Easy culture pushing in border cities. It's a pretty good peacetime civic.

* Guilds: 2
Unless you really want great engineers, then avoid.

Economy

* Decentralization: 1
Switch out.

* Agrarianism: 10
With aristocracy, fantastic. But decent even on its own.

* Conquest: 8
Good war civic.

* Mercantilism: 2
Just.. pretty poor.

* Foreign Trade: 5
Adding a few trade routes to every city more than balances out the gold cost.

* Guardian of Nature: 10 or 2
Depends on if Elves.


Undercouncil is better than Overcouncil.


Traits
Based on prior to the patch major traits.
Best traits:
Financial, Raiders, Adaptive
Good Traits:
Charismatic, Spiritual, Philosophical, Summoner
Decent Traits
Expansive, Aggressive, Creative, Arcane
Bad Traits
Organized, Industrious, Defender
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Sareln Wrote:There's no way to balance it, but it's staying in. Insane leaders will only *start* balanced before the first bout of insanity wink.

There is. Assign point value to each trait. Set ceiling and floor values that cannot be breached to eliminate too good and too weak combinations. Then each time insanity is invoked roll traits until sum of points is less than the ceiling but more than the floor.
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