The deck you select and the god you build it around should not determine the outcome of the match. It’s a certainty that specific decks and compositions will have hard counters, but when the overall meta boils down to effectively a game of rock paper scissors, it becomes stale. Having a game space that allows you to climb through ranks, adapt your strategy and learn new skills along the way is a journey we want to see in Gods Unchained. Making players of every skill level follow the same meta will turn the game into a grind. ![]() There are different metas at the low, middle, and high ranks. Our team’s goal is to create a game as close to being numerically balanced as feasible while maintaining an exciting landscape and meta, and it boils down to three fundamental truths that must be kept to achieve it. Moreover, overcoming bad matchups are some of the most rewarding and exciting experiences in TCGs. In a perfectly balanced game, every action will have its ideal counter, and the matches would be over before they even start. A perfectly balanced game is quite dull – flipping a coin is perfectly balanced but becomes boring quite quickly. The Perfect Balance?ĭoes a perfectly balanced state exist for Gods Unchained? The short answer is: no – at least not in a way that we, or anyone who enjoys the game, would like it to be. But if we focused too much on making cards flashy and prioritizing player experience, the game would be frustrating and even unplayable for half the player base. The game would be stale and repetitive if we only focused on delivering perfectly numerically balanced cards. When balancing a game, one of the two inevitably takes priority, and we do our best to keep these elements as close as possible. ![]() Things might be well balanced but not have the same level of fun/excitement, and our current focus is to fix this to the best of our abilities. Experientially GU has not improved at the same rate as numerically.Of course, just the fact that one of the players has to go first poses a significant challenge, mathematically speaking. Numerically we think God’s Unchained is pretty well balanced, albeit there’s always room for improvement.Experiential balance focuses on how the game feels from the human perspective, how good a card feels to play, and the synergies it can create regardless of numbers. The numerical balance consists of hard math facts, how much damage a card does, how much mana it costs, and other similar stats. These are the two sides of the balancing coin if you will. When it comes to balancing the game, there are two main elements we have to consider: numbers and experience. So, let’s get to it! Balancing Gods Unchained We’ll start with a quick intro into the overall card balancing considerations and a lengthy FAQ section after that, which will help you through our thinking processes behind how we craft the game meta and economy, how we decide when to nerf or buff cards, and many other game balancing topics. We’ll showcase our process, answer some of the commonly asked questions and brought-up issues, and show appreciation for your neverending support as a team. The primary aim of the Balance Charter is to open up our balancing methodology to you, our community. Greetings, Mortals! We’ve heard a lot from you lately on wanting to know more about the game’s balancing mechanics, so we’d like to give you a peek under the hood through what we would like to call… “The Balance Charter.” YUUKI KENJI on This is our new blog, and we’re hiring!.dalz on This is our new blog, and we’re hiring!. ![]()
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