Opened 8 years ago
Closed 3 years ago
#3918 closed enhancement (fixed)
animal DPS balance
Reported by: | Palaxin | Owned by: | |
---|---|---|---|
Priority: | Nice to Have | Milestone: | Alpha 24 |
Component: | Simulation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
This is the second part of #3778.
Having a closer look at gaia animals' attack, there are many strange things to observe. E.g. a wolf nearly has triple the DPS2 of a lioness. Lions are also pwned by boars, the crocodile gets smashed by a wolf and even the big rhino doesn't do more damage than wolves.
attack | |||||
---|---|---|---|---|---|
animal | hack | pierce | crush | RT1 | DPS2 |
lioness | 15 | 2 | 7.5 | ||
lion | 20 | 2 | 10 | ||
boar | 12 | 1 | 12 | ||
crocodile | 30 | 2 | 15 | ||
wolf | 10 | 10 | 1 | 20 | |
snow wolf | 10 | 10 | 1 | 20 | |
bear | 20 | 20 | 2 | 20 | |
rhinoceros | 20 | 20 | 2 | 20 | |
tiger | 30 | 20 | 2 | 25 | |
walrus | 15 | 10 | 1 | 25 | |
North African elephant | 20 | 20 | 1 | 40 | |
Asian elephant | 22 | 10 | 18 | 1 | 50 |
African bush elephant | 25 | 10 | 20 | 1 | 55 |
Below is a first proposal how to adjust the values. If there are no complaints, I will create a patch based on that. I rounded all values to multiples of 5 and assumed that hack attack corresponds to paws and pierce attack to teeth or horns. Crush attack is added for very large animals. I assume the repeat time is roughly adjusted to the animation but I will still check for possible changes there. Note that the average DPS of all animals nearly remains the same (from 24.6 to 24.2).
attack | |||||
---|---|---|---|---|---|
animal | hack | pierce | crush | RT1 | DPS2 |
boar | 10 | 1 | 10 | ||
wolf | 5 | 5 | 1 | 10 | |
snow wolf | 5 | 5 | 1 | 10 | |
bear | 20 | 10 | 2 | 15 | |
lioness | 20 | 10 | 2 | 15 | |
lion | 20 | 10 | 2 | 15 | |
tiger | 25 | 15 | 2 | 20 | |
crocodile | 20 | 20 | 2 | 20 | |
walrus | 10 | 10 | 1 | 20 | |
rhinoceros | 30 | 20 | 10 | 2 | 30 |
North African elephant | 20 | 10 | 10 | 1 | 40 |
Asian elephant | 25 | 10 | 15 | 1 | 50 |
African bush elephant | 30 | 10 | 20 | 1 | 60 |
1 repeat time 2 damage per second = (hack attack + pierce attack + crush attack) / repeat time
Change History (7)
comment:1 by , 8 years ago
Description: | modified (diff) |
---|
comment:2 by , 8 years ago
Description: | modified (diff) |
---|
comment:3 by , 8 years ago
comment:4 by , 8 years ago
I agree, but what if we just corrected the values as a first step? I mean even very similar animals like lion and tiger have DPS values separated by factor 3, this is ridiculous. I could try to improve the animal AI in the future but I think it's no easy task for me.
Yes the early game could and should be made MUCH more interesting...
comment:5 by , 8 years ago
I discussed with sanderd17 to continue balance after animal AI has improved.
comment:6 by , 5 years ago
Component: | UI & Simulation → Simulation |
---|
Move tickets to Simulation
as UI & Simulation
got some sub components.
comment:7 by , 3 years ago
Description: | modified (diff) |
---|---|
Milestone: | Backlog → Alpha 24 |
Resolution: | → fixed |
Status: | new → closed |
This got fixed (with somewhat different values) in Phab:rP24689
What we mainly lack is some cleverness in the animal AI. About every animal would flee for an army of men, and never attack it. But many would attack a single person.
The threshold is different for every animal species though, and some animals also prefer to attack in group.
Some animals also chase (like lions), while others just want to get rid of you (like a rhino won't keep chasing you), or are too lazy to chase (a crocodile only attacks once).
When that gets implemented, animals can be a bit more realistic, and be very annoying for scouting, but not interfere a lot when the game reaches the main combat phase. And making the first part of the game more interesting is still wanted I guess.