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Lee "MarineKing" Jung Hoon is a Terran player from South Korea who formerly played for MVP before retiring. Followers, 280 Following, 6, 791 Posts - See Instagram photos and videos from OKLM (@oklm). Evolving, Nov 19, 2020 at 10: 43 AM. #Building, #Structures, #World of Warcraft, #Human, #Blizzard.
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So create some n00b matches, and play the AI version of DotA until you get decent enough to hold your own in a normal. Ars Technica Addendum (effective 8/21/2020). Also, I'm sure the server costs for conveying multiplayer info in real-time (think DotA/LoL/CSGO/SC2) are super high.
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[DOTA 2] Sniper 6.88 Guide - Warhammer 40, 000 MANLY Style anonymous. Overview . With a 1 Rax FE opening Terran's early game map presence is forfeit until either Stimpack finishes or Terran has enough Marines to overwhelm Stalkers at the front of the base; usually four Marines per Stalker. Dota Underlords is by far the most polished one currently available on mobile.
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Global, rigid, and flexible stats
Unit statistics are, in their purest form, flexible. An entire game can be created using floating point numbers that are kept hidden from the player, or displayed in rounded form. Typically however there are more stats than are necessary for fine balancing, which creates a form of luxury: the luxury to have some stats follow a rigid framework or even a global standard.
Consider Starcraft 2, the pinnacle of RTS game design. Some stats are rigid and global, such as unit cost. Every unit in the game costs some multiple of 25 Minerals and possibly Gas. On the balance sheet, these costs may as well be called "1" for zerglings and "2" for Marines.
Damage and hitpoints are rigid as well, with units all having a multiple of 5 hp and damage being whole numbers. Range has been standardized into simple numbers from 0 to 15.
With all of these stats made rigid, players can be informed of them in tooltips and guides. They can learn them and feel connected to them. Making some stats rigid and/or global is a quality of life improvement that players appreciate.
The developers of the game then performed fine tuning using flexible stats, in this case attack speed, movement speed, footprint size and build time. Blizzard has also experimented with various other flexible stats; if you want to study more I recommend you look up the various attack animations of units in Warcraft 3 and how they were used by DotA players, resulting in intricate strategies based around stutter-stepping and manual attacking.
The mod I'm working on is a sub-mod of Fleet Operations, itself a mod of Star Trek Armada 2. The game has a deluge of stats and some important compound stats to help the player understand.
Each ship has an Offense, Defense, and System value, with Offense linearly representing the DPS of the ship's weapons, Defense representing its hitpoints on a mild logarithmic curve, and System value covering special energy and self repair rate.
I have a very different approach from the previous dev team in the way I use these compound stats. I'll focus on the Offense stat.
The dev team developed Offense values using a formula that spat out decimals. A typical Offense value would be 16.7834... The Offense value that the players saw in the tooltip was rounded to the nearest whole number, a flexible stat pretending to be a rigid stat.
Professional game developers do this all the time, and there are some fascinating articles out there about dishonest tooltips that display rounded values when the difference from the real value is too small to really matter.
For ships with multiple weapons, they used percentages, usually multiples of 5%. So for example a ship may have 35% beam weaponry and 65% torpedo. Interestingly enough they decided to use rate of fire as a semi-rigid stat with many ships using the same 2-second or 3-second cooldown. This allows for some visual cleanness when different ships from the same faction fire on a target together. My contrast, weapon damage is the flexible stat with a typical damage number being like 6.223.
With my modding I have taken the opposite approach: I start with Offense as a rigid stat and work my way back. I have been playing with a design where every weapon has a whole number Offense value (save for ships with odd Off and two identical weapons, which can have values like 5.5). I take a ratio as a guideline, such as 60/40 but then I round each weapon's Off value up or down.
This design means that the actual weapon ratios become flexible and don't conform to pretty numbers. But the players were unable to see weapon ratios in the first place, and my hope is that they will appreciate seeing the Offense value of every weapon in the tooltip. It also means that when a ship ranks up, the stats that it gains aren't constant. Since I rounded to whole numbers, a ship may gain 3 Offense at Rank 2 and 2 Offense at Rank 3, instead of something like exactly 5%.
There are also many cases where ships that rank up gain additional weapons. When a ship with Beam weaponry gains a Puldlse weapon, the dev team would typically assign it a percentage between 10-20%. In my approach, I steal a small amount of Offense from existing weapons, for example:
A ship's Officer ability states "Gains 3 Offense value and a Pulse weapon." In my design, the new pulse weapon has an Offense value of 6, and I reduce other weapons by a total of 3.
In some ways it's cleaner, in some ways it's less clean. The idea of a clean design exists in the head of the designer. My different design method results in a massive amount of tiny differences so small that most players will never be aware of them. But my hope is that it's a more effective way to communicate what a ship can do to the players in tooltips, while leaving me with the flexibility I need to tune individual ship balance.