Advice on Enemy Balancing

Orgaya

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One of the final things I'm working on before submitting my game to the "Completed Games" thread is balancing the combat so it isn't too easy or too difficult, an issue I'm sure is common. The combat system I'm using is ABS, and it focuses more on quick scuffles and healing with a small amount of regenerating MP. I've changed this foundation a lot - how much MP you start with, how quickly it regenerates, how many points you get per level, etc.

Here is the issue. Every change I make seems to make the game more balanced in the beginning, but as the game goes on, it seems to get much easier - but I'm unable to discern if this is because I know where and how to get all of the decent equipment, how to fight properly, and so on. I'm the only tester, essentially, so it's difficult to say if the game is easy because I, as the developer, just know all of the ins and outs, or if it's more difficult than it should be because I'm not a newbie at it. I especially don't want to make it too hard during certain scenarios that don't allow the player to leave and come back stronger.

Does anyone have any advice on this? Is this just going to be an ongoing process, constantly tweaking everything?
 

Vincent Chu

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How about trying to recruit more game testers? Also, have you tried testing the battle out with characters set slightly weaker to see if it is too difficult?
 

Tai_MT

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Can't say I know much about "endgame balance", but maybe my approach to balance will help you a little.

Most of my combat isn't really centered around what stats or equipment you have (it revolves mostly around what actions you're taking in combat, what enemies are weak to, who is in your party, etcetera). However, in terms of trying to balance out the "stats" of any given encounter, I approached it from making a Word Document. Because I'm really the only one testing my gameplay content (at least, as it's meant to be played and not as small Test Environments), this Word Document has become necessary.

It's a lot of work, but I think it's worth it. So, here's what I did:

I attach a map to the document with letters on each new "encounter". That is, someplace the player will encounter a new enemy they've yet to see. I then type out a "Key" under that map and list all the possible equipment, levels, stats, and items the player will have access to when they reach that point.

I then go into the "Battle Test" thing with the levels and stats and all possible equipment up to that point in the game. I check it with the weakest possible stats and equipment. I check it with the strongest. I play around in combat some too. I let the enemy have several turns of just smacking me around to see how much damage is being done to me. I spend turns smacking the enemy around to see how quickly it dies. I spend time trying to exploit my enemies as well as fighting them as if I have no idea how an RPG is meant to work.

I do this, not to see "how difficult it will be", but to see if the player is wiped out in the correct number of turns and if the enemies are wiped out in the correct number of turns. It's always a "variable". This is a wolf, it isn't impressive unless it can get off at least 4 turns of attacks, so the player should be able to kill it at this point in 3-6 attacks. That's how I plan my balance and work with it.

Or... you could try to find people to test play your game. Good luck getting people to do that for free AND give you honest feedback. I suggest a very large swathe of people from varying places and relation to you in order to get a good amount of feedback.
 

Orgaya

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"Recruiting" sounds like I'd have to pay people to do the testing, and I'm not in a situation where that's viable at the moment; so unless there are people who are willing to do so for free, it's mainly me doing the testing. Your suggestion is good, though, I will try that out.

I also like this idea. I don't have a problem with being meticulous; I enjoy making this game and its main purpose was just to keep me busy and thinking, anyway. The primary issue I can foresee with this, though, is that my game is open-world, so the player has access to a lot of stuff after a certain point, and thus it becomes more difficult to balance. However, as it's mostly side stuff, I don't want to create encounters that expect the player to have the most optimized equipment, as they might only have one save and be in a position where they can't back out. It'll likely be an ongoing process for me.

Thank you both for the advice.
 

Tai_MT

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I also like this idea. I don't have a problem with being meticulous; I enjoy making this game and its main purpose was just to keep me busy and thinking, anyway. The primary issue I can foresee with this, though, is that my game is open-world, so the player has access to a lot of stuff after a certain point, and thus it becomes more difficult to balance. However, as it's mostly side stuff, I don't want to create encounters that expect the player to have the most optimized equipment, as they might only have one save and be in a position where they can't back out. It'll likely be an ongoing process for me.
Here's the fun part. My game is "Open World" as well. It was the only viable way I found to make sure "balance" was remotely preserved.

But, I'll address your concern here too, because I already solved that problem in my particular project. I don't know if it'll help you, but maybe it'll inspire your own idea.

As you "move forward" in the game, you are going to have "guaranteed equipment" and "guaranteed stats". There's no reason to continue testing out the first weapons you obtain in the game at level 30, unless your gear progression is virtually non-existent. Your list will be immense if you keep trying to use "all equipment available up to this point". At some point, you need to whittle it down to the guaranteed equipment you'd have up to that point and all the "new gear" you'd have. A player is going to equip anything new they run across, whether they get it from a quest or from a chest.

It's easy enough to check for "bare minimums" if you study your own map design a little. If a player does zero sidequests and only takes the routes through your map that get them to the main quest stuff, what will they have? If they hit a town, list the equipment in the last town they hit before the location, that'll be pretty close for the "bare minimum". Are there chests along the way with equipment in them? List those too. Always assume that while a player might skip all your sidequest content and skip exploring... If they see a chest on screen, it triggers a part of our brain that makes us want to go get it. So, any chest the player can see on screen on that route, you include its contents as well. Unless it is impossible to obtain the first time they see it. Do monsters drop equipment? List those drops as well. These are your "bare minimums" table. This is the equipment most players are likely to have on hand, regardless of their skill level or experience with an RPG.

As for the rest of the equipment? No need to check every single solitary piece of equipment either. What's the best stuff they have access to by the time they reach this point of the map, or this quest, or this story step? If they went out of their way to find it, what's the best they could have? Then, you just average the "best" against the "bare minimum" for where your difficulty should likely be. Just figure out where on that curve you want the challenge to be. Let players be under that "optimized" position. It's okay if people fail to do your content and thus suffer a little from it. There's no reason to hold their hands. It is also okay to have players be above that "optimized" position. Obviously, you don't want the vast majority of players above what you've determined as "optimized", but it's okay to have roughly 20% of players or so to be above that curve. Keeping that curve where you want it is just going to be a bit of balancing your equipment, your skills, your states, and enemy stats. Which... Not too difficult to do if you've got time to Battle Test.

As for getting stuck... Eh, design something like an "Escape Rope" from Pokémon that automatically lets you leave a dungeon. Or, create an item that lets you avoid combat if it's equipped. There's a few anti-frustration features that already exist in RPGs. If you're worried about it, just put one of them in your game. You could maybe even make it an item that consumes a percentage of your currency in exchange for the escape back to town. That way, players wouldn't spam it as a teleportation tool, and they'd instead have to actually be in a tight spot to consider using it.
 

kaisielizen

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I use Yanfly's Enemy Levels plugin, but I set a maximum level for certain areas so it doesn't feel like leveling up doesn't help. I find that the scaling really helps - it does so much of the balancing for you.
 

Vincent Chu

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I use Yanfly's Enemy Levels plugin, but I set a maximum level for certain areas so it doesn't feel like leveling up doesn't help. I find that the scaling really helps - it does so much of the balancing for you.
With this, the player can also choose the difficulty in the main menu too so that the game can suit a wider audience ranging from a young child who has never played a game before to the player that wants a challenge.
 

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