Re: KaM Remake gameplay balance
From my experience, the random plays only a very minor or even negligible role. You notice it when you have only 2 or 3 soldiers left.
1. decrease the direction multiplicator, maybe to something like 1 (front), 1,5 (diagonal) 2 (side) 2,5 (diagonal behind) 3 (behind)
But that would mean a) that you get away from the battle mechanics that make KaM so unique towards a system like AoE where damage is don proportionally and b) that could only lower the problem, not abolish the critical hit; in this example, the maximum firepower would still be 525%
Some people are giving ideas to improve the game and the ideas they spent a lot of time working on are received by "You never played the game." and "You're not a pro super strong player !".
I don't think it's the best way to find a balance.
The remake team did the effort to release a patch to test some people's idea for the +1hp thing, why wouldn't some other ideas be worth testing before saying it's bad ?
The wrong is that he isn't giving ideas, he wants to rewrite the whole fighting engine
This isn't an idea to improve, he wants to completely remove the fighting system (he writes as he really wants to), and implement his own thougts. But everyone knows that his thougts are mainly wrong.
There are better ways to say that you don't like an idea than saying that you can't speak if you're not a "pro" player (and btw, none of the KaM players could be called pro if we really think about the real meaning of this word)
Some people are giving ideas to improve the game and the ideas they spent a lot of time working on are received by "You never played the game." and "You're not a pro super strong player !".
I don't think it's the best way to find a balance.
The remake team did the effort to release a patch to test some people's idea for the +1hp thing, why wouldn't some other ideas be worth testing before saying it's bad ?
I have to agree with GreatWhiteBear on all points except about mending soldiers, that's unnecessary because hit points are restored automatically. (and there's only 1-4 hit points anyway) KaM is special because it doesn't have hit point bars and the combat is a lot less predictable than games like AOE where each strike reduces a fixed number of hit points so you can always tell the outcome of 1vs1 fights before they even begin.
I am not a pro, and I don't expect Pepa to be a pro, I only wanna let him play, because he won't see things clearly if he only knows Remake from our posts. Am I wrong Shadaoe? It is good if he wants to contribute development with his ideas, but this kind of contribution would need game experience, not only the knowledge of the original KaM imo. I can be wrong too, of course, so correct me if I am.
Siegfried and pepa999 didn't share a single match to express opinions, they just started argumenting in base with the "+1 hp", but empty statements, since they didn't upload any replays or testing fields (singleplayer test map).
To convince someone is better to show your tests in real time, than just spamming percentages in "big size + bold" fonts.
I myself uploaded a testing field, which everyone could appreciate.
For me in this moment, counts more the opinion from Da Revolution and George Stain, than pepa999 or Siegfried.
The reasons is simple: They tried a few games with the +1hp patch, and also FELT the same as we all did, we were close, VERY close for the "absolute balance" feeling. Something needs a tweak (I admit that), but is ridiculous (at least for me), to redo entirely new combat resolutions...
Player wants to see "good" randoms that look fair, not the mathematically correct "randoms". It's especially important in MP where players compete with their skills, not with a rolling dice.
Also, we still forget about organizing the chat session for discussing this stuff. What about setting an extra KaM Chat time tomorrow or at Monday for that? (Unless I'm mistaken everyone forgot about yesterday's chat) If the idea is ok to most of you involved I'll write about that in KaM Chat topic too.
I was tired after week introduction at uni.
Former Site Admin
Posts: 1826
Joined: 03 Jan 2007, 23:00
KaM Skill Level: Fair
Website: http://www.knightsandmerchants.net
Location: The Netherlands
WTF did i just read, davai dasvidaniyaHi, I have whole new idea of fighting system in kam remake. In real game, there is nearly not change from old system to this new system, but in terms of computing balance
of units, this system will be very clear and very simple. I read some posts about math in the balance of units and many people was disgust by it,
and i think that rightly. Because in my opinion, current system is unnecessarily complicated and when we trying to find balance between units, it
is too complicated to computing real relative strength between units. Nevertheless, i think a lot of people will reject this idea even at this point
of this text, and i thing again that rightly, because in spite of all, kam fighting system conceals unique beauty and i also like that nice things
on this system. I would like to name this nice things to calm people(and of course myself), that they will not lose this nice things by this
new system, but only lose bad things. So, there is main three things, that is nice on kam fighting system:
1) Regeneration
- It is very heartwarming, that when you win the battle, you take all your units to the next battle fully regenerated
2) A little random fights
- it is exciting, that you dont know how will end a specific fight, only approximately, and it is possibble even to beat knight with militia
3) Numerical superiority winners
- next very nice thing, that when you for example stray into the pack of militia even with the best unit in the game, knight, militia will kill him with
unbelievable speed.
Ok, this three points are base of my new fighting system, but this system, as you can expect, exclude bad things from old system. There is main
two that things:
1) Regeneration affect balance between units
- It is very annoying to take into acount regeneration of units when making balance changes. It ends with many scary math formula, that nobody
dont know what it exactly means in game balance in real game situations, and even minor change of for example life points will make uncontrollable
diference between strength of units.
2) Unit can do maximum damage of 1 life point
- This is another unnatural thing, that cause many problems when you balancing units.
So, now, i will explain, how i solved individual parts of fighting system:
1) Regeneration
- Regeneration will only serve to achieve goal, that when you win one battle, you go with your remaining units fully regenerated to another battle.
And in fight, regeneration will help meaningless. Exactly, Unit is fully healed in 5 mins. So, every seconds, 1/300 of Max Life Points is recovered.
2) Life and Damage
- Because in normal Kam, Unit for example with attack of 55 will theoretically do damage of 0.55 x ONE LIFE, so in my new fighting system, life
is multiplied by 100 and Unit with 55 damage will do damage of 55 Life and balance between units remains theoretically unchanged from old system
to new system. And because we want a little random fights, unit with damage of 55 will do random damage from 0 to 110, that will be 55 in average.
3) Armor and Damage from different sides
- It remains totally unchanged. For example Unit with attack of 55, that attack other unit with 2 armor from back side, will do damage
of 0 - 110x5/2 , so 0 - 275
In conclusion, there is a list of Unit Stats in my new fighting system:
Militia
Life: 300
Regeneration: 1 Life per Second
Attack: 0 - 70
Armor: 1
Axefighter
Life: 300
Regeneration: 1 Life per Second
Attack: 0 - 70
Armor: 2
Swordsman
Life: 300
Regeneration: 1 Life per Second
Attack: 0 - 110
Armor: 3
Scout
Life: 400
Regeneration: 1.33(Exactly 4/3) Life per Second
Attack: 0 - 70
Armor: 2
Knight
Life: 400
Regeneration: 1.33(Exactly 4/3) Life per Second
Attack: 0 - 110
Armor: 3
Lancer
Life: 300
Regeneration: 1 Life per Second
Attack: 0 - 50
Attack vs Horses: 0 - 160
Armor: 2
Pikeman
Life: 300
Regeneration: 1 Life per Second
Attack: 0 - 70
Attack vs Horses: 0 - 230
I think, this simple fighting system would be good base to making kam balanced. Lets see, how easy is to computing result of fight
for example 1vs1 Knight vs Lancer. This number (300*80*2)/(400*55*3) indicates, how much life will lancer destroy from Knight when
he die. it is 0.727, so knight will have only 0.273 of his maximum life(so 0.273 x 400 = 109 Life) after lancer die. Or we can calculate, how many hits need
lancer to kill knight, when fighting from diagonal front side. This number indicates it (400*3)/(80*2) = 7.5.
And from Back Side, it is (400*3)/(80*5) = 3. And similar easy calculations are main symbol of this fighting system.
seriously.. did you ever play online?
you must realize how time consuming it is to train knights.
MODBREAK: Nobody cares.
Return to “Feedback / Discussion”
Users browsing this forum: No registered users and 29 guests
Powered by phpBB® Forum Software © phpBB Group Designed by ST Software |
![]() |