- Joined
- Apr 25, 2004
- Messages
- 12
Well, since I can't post in tutorials I'll post this here. I decided to write this since the original AoS tutorial I wrote is on Wc3campaigns and is no longer accurate. Plus, by posting it I'm hoping to inspire someone to make a good 20 to 30 minute aos.
Whenever someone makes an AoS game they always think "This will be cool, cuz mine will have great characters!" but no one ever says "I'm gonna make sure it's balanced!" Well, that is a major problem. Balance is far from fun, but it is nessassary. Popularity says nothing for balance either. Just look at how many games of Dota are played every minute and you will easily see that it is popular, but it is far from balanced. But instead of sitting here and saying how bad it is, I'll tell you what is required for a truly good AoS.
Units are rarely thought about, but they are a major part. Most people go for 2 or 3 statisticly identical units, making their job easy. On the other hand, there are AoS maps where you can build towers to send new types of troops, or make them at your starting area. One of the best maps to see the latter in is The Great Strategy which is one of the best AoS maps, even though it's not played anymore. After a certain point it did start to favor one side, but up until that version (sorry, not sure which it was) the balance was superb without making carbon copy units. They used the base units, but they did it properly. They didn't just throw them in and say "good enough," they sat down and put the time into making sure that the units were not overly strong and were properly priced for their usefulness. The basic idea of unit balancing is:
-How effective versus other units will this be?
-How effective versus heroes will this be?
-Does this unit's abilities or skills make it more effective than it's counterpart?
And, if you decide to allow the players to produce new kinds of units:
-Is this unit too good or too bad for it's cost?
-Is one side's produced units more effective than the others?
Ask those questions, and you should produce a fair balance. And remember that giving a unit a cast stun or damage spell can produce a major imbalance.
Heroes are where everyone spends the majority of their time. They will spend 10 minutes on 6 units but 1 hour on a single hero. Heroes make the game, but you gotta realize that heroes can also break the game. In some games such as The Great Strategy there was no best hero since everyone could get any skill but had one initial passive skill. They also upgraded by buying the skill again, up to level 8. They did split up the human/Ne skills and Orc/Undead skills, but it worked great. Other games tend to put the skills on heroes from the start, and this works just as well. This prevents someone from putting a few uber skills on their hero and then going on to win easily. Neither is truely better, it depends more on if you want them to just be able to pick and play or if you want them to spend some time hero building. The basic ideas involved in heroes are:
-Is this hero able to use their skills too often?
-Does this hero contain too many high damage spells?
-Will this hero make a huge difference without much effort?
-Does this hero have too many disabling spells?
Just because you can give a hero 2 skills that when used together do 700 damage doesn't mean you should. Think about what you are giving to a hero before you pump them up with high damage skills.
Items are the second most thought about thing, but at the same time the least thought about. They range from a potion to a Uber Slayer of Widdow Making. Yea, it's cool to make that 300+ damage sword that costs 7000 gold, but when someone gets it, game over. Items should hint towards victory, not guarentee it. There have been countless games where in the end it was all about who has what item. The biggest show of this has to be Dota Allstars, in which there is a 350 damage weapon. it drops on death, but if you die with it you were stupid anyway. You should never put an uber item in the game, they will quickly ruin it. An axe that adds 20 damage and 10% lifesteal is no biggie, but if that axe did 100 damage with 75% lifesteal, there would be a problem. Another popular thing which is done in a few games is Mixing or Combining items to make new items. As far as items go, the best has to be those from Enmity Campaign since they were very well balanced and didn't really offer one hero the ability to win the game with no effort. When making items for your game, ask yourself:
-Is this item cost effective?
-Is this item going to guarentee victory to the first person to get it?
-Is this item too much like other items?
If you ask these 3 things, you should be able to produce some nicely balanced items. Nothing too strong, but not worthless either.
Abilities, while partly covered under heroes, are another make or break point. Yea, it may seem like giving someone an instant kill ultimate is good, but think about how that will affect the other team. If your worried that the enemy is gonna instantly kill you, your gonna avoid them at all costs. You can never tell when an enemy's ult or any other skill is finished charging, so you gotta run. Another thing to avoid is long stun spells. It doesn't matter if storm hammer does 0 damage, a 12 second stun is just as killer. You want to avoid the super debuff/buff/damage spells like a plague, otherwise you will have balance issue. One of the better ways I have seen to balance abilities and prevent the inevitable skill usefulness loss late game is to use triggers for them. Enmity Campaign does this, and it proves effective. Wc3sear.ch's ability database has a number of skills in it that could show you how to do this sort of thing. Ask yourself this about your abilities:
-Is the cooldown on this too long/not long enough?
-Is this spell balanced between damage and debuffs?(Is storm hammer's damage too high for the stun duration)
-Will this ability guarentee a kill?
-Is the casting range on this skill long enough/too long?
-Is this skill mana efficient?
If you can ask these questions and get a yes, then you are probably balacing the abilities right. Also, don't forget about item skills balance. Things like blink and critical strike may be put on a lot of items by other people, but if a hero has these skills naturally it can prove unfair to that hero.
Whenever someone makes an AoS game they always think "This will be cool, cuz mine will have great characters!" but no one ever says "I'm gonna make sure it's balanced!" Well, that is a major problem. Balance is far from fun, but it is nessassary. Popularity says nothing for balance either. Just look at how many games of Dota are played every minute and you will easily see that it is popular, but it is far from balanced. But instead of sitting here and saying how bad it is, I'll tell you what is required for a truly good AoS.
Units are rarely thought about, but they are a major part. Most people go for 2 or 3 statisticly identical units, making their job easy. On the other hand, there are AoS maps where you can build towers to send new types of troops, or make them at your starting area. One of the best maps to see the latter in is The Great Strategy which is one of the best AoS maps, even though it's not played anymore. After a certain point it did start to favor one side, but up until that version (sorry, not sure which it was) the balance was superb without making carbon copy units. They used the base units, but they did it properly. They didn't just throw them in and say "good enough," they sat down and put the time into making sure that the units were not overly strong and were properly priced for their usefulness. The basic idea of unit balancing is:
-How effective versus other units will this be?
-How effective versus heroes will this be?
-Does this unit's abilities or skills make it more effective than it's counterpart?
And, if you decide to allow the players to produce new kinds of units:
-Is this unit too good or too bad for it's cost?
-Is one side's produced units more effective than the others?
Ask those questions, and you should produce a fair balance. And remember that giving a unit a cast stun or damage spell can produce a major imbalance.
Heroes are where everyone spends the majority of their time. They will spend 10 minutes on 6 units but 1 hour on a single hero. Heroes make the game, but you gotta realize that heroes can also break the game. In some games such as The Great Strategy there was no best hero since everyone could get any skill but had one initial passive skill. They also upgraded by buying the skill again, up to level 8. They did split up the human/Ne skills and Orc/Undead skills, but it worked great. Other games tend to put the skills on heroes from the start, and this works just as well. This prevents someone from putting a few uber skills on their hero and then going on to win easily. Neither is truely better, it depends more on if you want them to just be able to pick and play or if you want them to spend some time hero building. The basic ideas involved in heroes are:
-Is this hero able to use their skills too often?
-Does this hero contain too many high damage spells?
-Will this hero make a huge difference without much effort?
-Does this hero have too many disabling spells?
Just because you can give a hero 2 skills that when used together do 700 damage doesn't mean you should. Think about what you are giving to a hero before you pump them up with high damage skills.
Items are the second most thought about thing, but at the same time the least thought about. They range from a potion to a Uber Slayer of Widdow Making. Yea, it's cool to make that 300+ damage sword that costs 7000 gold, but when someone gets it, game over. Items should hint towards victory, not guarentee it. There have been countless games where in the end it was all about who has what item. The biggest show of this has to be Dota Allstars, in which there is a 350 damage weapon. it drops on death, but if you die with it you were stupid anyway. You should never put an uber item in the game, they will quickly ruin it. An axe that adds 20 damage and 10% lifesteal is no biggie, but if that axe did 100 damage with 75% lifesteal, there would be a problem. Another popular thing which is done in a few games is Mixing or Combining items to make new items. As far as items go, the best has to be those from Enmity Campaign since they were very well balanced and didn't really offer one hero the ability to win the game with no effort. When making items for your game, ask yourself:
-Is this item cost effective?
-Is this item going to guarentee victory to the first person to get it?
-Is this item too much like other items?
If you ask these 3 things, you should be able to produce some nicely balanced items. Nothing too strong, but not worthless either.
Abilities, while partly covered under heroes, are another make or break point. Yea, it may seem like giving someone an instant kill ultimate is good, but think about how that will affect the other team. If your worried that the enemy is gonna instantly kill you, your gonna avoid them at all costs. You can never tell when an enemy's ult or any other skill is finished charging, so you gotta run. Another thing to avoid is long stun spells. It doesn't matter if storm hammer does 0 damage, a 12 second stun is just as killer. You want to avoid the super debuff/buff/damage spells like a plague, otherwise you will have balance issue. One of the better ways I have seen to balance abilities and prevent the inevitable skill usefulness loss late game is to use triggers for them. Enmity Campaign does this, and it proves effective. Wc3sear.ch's ability database has a number of skills in it that could show you how to do this sort of thing. Ask yourself this about your abilities:
-Is the cooldown on this too long/not long enough?
-Is this spell balanced between damage and debuffs?(Is storm hammer's damage too high for the stun duration)
-Will this ability guarentee a kill?
-Is the casting range on this skill long enough/too long?
-Is this skill mana efficient?
If you can ask these questions and get a yes, then you are probably balacing the abilities right. Also, don't forget about item skills balance. Things like blink and critical strike may be put on a lot of items by other people, but if a hero has these skills naturally it can prove unfair to that hero.