expected average time to defeat per enemy, what do the devs expect?


Aett_Thorn

 

Posted

I'm wondering what "time to defeat" number the developers try to balance each enemy rank around, per enemy?

Is it something like 10 seconds per minion, 15 seconds per lieutenant and 20 seconds per boss and additive for groups of them or what?


I'm curious as to the standards because I have a clever power set idea, but it hinges on the expected average enemy defeat time.


 

Posted

That's a figure that varies so wildly between powersets, and even more wildly across ATs, that it would be near-meaningless to assign an expected value to it. I've never heard of any standard value for such a thing. We do know that the devs use the rate of reward gain as a balance metric, but that measures more things than just enemy lifespan.

What's your idea? Perhaps addressing it directly could illuminate things.


 

Posted

Well they obviously have to have a metric they use to buff or nerf powers, even in alpha/beta, if they defeat enemies "too fast" or "too slow", as in they are "too strong" or "too weak".
(Edit: Of course, that varies based on secondary effects, so I'll just go with the pure damage sets/archetypes, how fast are they expected to beat enemies?)

It would be nice to get a ballpark estimate from a community person or developer.

I don't want to reveal my idea yet because it is really unique, and I would say it is very cool.
It would probably work with CoH as well, but if it wouldn't I also don't want to look too foolish yet.
It's also more of an idea for a couple sets or even a new archetype.(yes, it is that different from every other set)


 

Posted

I have never heard or seen any sort of discussion of such a metric. It sounds... peculiar... in concept to me for CoH as not only would it vary by player powersets, it would also vary wildly by enemy and their powers.

DPS is the only discussion I've seen relative to a balancing metric...


City of Heroes was my first MMO, & my favorite computer game.

R.I.P.
Chyll - Bydand - Violynce - Enyrgos - Rylle - Nephryte - Solyd - Fettyr - Hyposhock - Styrling - Beryllos - Rosyc
Horryd - Myriam - Dysquiet - Ghyr
Vanysh - Eldrytch
Inflyct - Mysron - Orphyn - Dysmay - Reapyr - - Wyldeman - Hydeous

 

Posted

Now I have an idea for fixing Teleport so that we don't feel the need to take Hover to avoid dropping out of the sky.(I love Teleport, but it gets no love from the developers or most players.)

Here it is:
They could use the code that makes auto-run work. Have Teleport apply "auto-hover"(sort of a toggle like you can toggle on auto-run) until you hit a movement command(not turning, just forward/back and strafing) which cancels it(just like auto-run is canceled by hitting backward/forward) so that you stay up until you are ready to activate Teleport again or want to move.
That would also eliminate the need for a short timed hover that stops you from moving for a few seconds after teleporting.



Anyway, my power set idea hinges on how fast an enemy is expected to be defeated for balancing and figuring out what the powers will actually do. I want to make the idea the best I can before posting it.


 

Posted

There's still too large a range. Are we talking Lethal damage sets against Robots, or Carnies? Because the same set would kill a minion of each group at a much different speed. And are we talking about AoE-heavy sets, or single-target specialists? Because the AoE-heavy toon might take out a lot of minions quickly, but the ST-specialist will take down the boss faster.

The Devs usually use reward-over-time to determine if sets need a boost (among other metrics, I would imagine). As such, it's not kill speed against certain targets that matter, but kill speed over time against a wide variety of enemies.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Hopeling View Post
That's a figure that varies so wildly between powersets, and even more wildly across ATs, that it would be near-meaningless to assign an expected value to it. I've never heard of any standard value for such a thing. We do know that the devs use the rate of reward gain as a balance metric, but that measures more things than just enemy lifespan.
Yeah, I think it'd be safe to say "there is no such thing," given that different enemy groups have different abilities, defenses, resistances and buffs, and that powersets - aside from different damage types, which interact with the above - are going to behave differently depending on AT, primary/secondary, etc.

They don't want individual powers in a set to be "outliers" - for instance, they didn't particularly like /Psi for doms being described as, basically, "suffer through until 38, then it's incredible" like it was (thus PSW being lowered when doms as a whole were buffed.)


 

Posted

Quote:
Originally Posted by Chyll View Post
I have never heard or seen any sort of discussion of such a metric. It sounds... peculiar... in concept to me for CoH as not only would it vary by player powersets, it would also vary wildly by enemy and their powers.

DPS is the only discussion I've seen relative to a balancing metric...
Well....

Rewards/Time is balanced around a certain amount of enemies being defeated/mission completions which is based on the fact that people will blow through as many enemies/missions as possible in the shortest amount of time.

Therefore....

Rewards/Time = Enemies/Time ....mostly.


I know some characters are based more around being safer, and thus defeating enemies slower to balance that out, but there probably is a "standard speed" they modify the numbers from based on the amount of risk vs safety.

Look at Tankers versus Blasters for example. Blasters are extremely risky and defeat enemies much faster than Tankers, but Tankers are much safer so that they can afford to take longer to defeat enemies.
That is how it is supposed to be, but that was supposed to be enforced by endurance usage, which didn't turn out to be that effective at metering fights(i.e. Blaster defeats faster but sits between fights recovering endurance for long enough to balance it).

I'm just curious about a general number, at least for Blasters and Tankers, of expected enemy defeat times for each rank of enemy(their rank determines everything for enemies, including health and damage).
That will make it a lot easier to come up with at least 9 powers following my general set concept idea.


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
There's still too large a range. Are we talking Lethal damage sets against Robots, or Carnies? Because the same set would kill a minion of each group at a much different speed.
Those enemies are still balanced.

But, let's assume an enemy that has no resistances and a player set with no secondary effects(so no need to reduce the damage for balance).
(Edit: like Fire Blast against maybe Family)



Edit:
The enemy attack values don't matter as well. This is all about how fast that enemy drops, which is later altered through defense/resistance/regen to make them tougher if they need to last longer to beat a player.
Essentially, enemies are also expected to do a certain DPS the same as players, modified according to how risky/safe they are.

Edit 2:
It seems the Circle of Thorns minion that is used for damage farming while resting is a good example. That enemy does a very predictable DPS while the player has effectively zero mitigation besides max regeneration.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
Well....
Rewards/Time is balanced around a certain amount of enemies being defeated/mission completions which is based on the fact that people will blow through as many enemies/missions as possible in the shortest amount of time.
Therefore....
Rewards/Time = Enemies/Time ....mostly.
Not at all. Stealthing missions (in TFs, solo in tips,...) debunks that nearly instantly. And that comes down to mission design, rather than the foes choice...
Quote:
Originally Posted by T_Immortalus View Post
Those enemies are still balanced.
Sure enemies are balanced around their abilities and vulnerabilities, etc. But, the time per enemy generates completely different results depending on which character you take against a specific foe. You would have been balancing each set combo against each opponent option, to generate an aggregate value that would risk being pretty wonky, I'd imagine.

Quote:
Originally Posted by T_Immortalus View Post
But, let's assume an enemy that has no resistances and a player set with no secondary effects(so no need to reduce the damage for balance).
How on earth could you test that, to prove out any metric besides just a pure spreadsheet exercise - which brings you back, ultimately, to just a DPS analysis...

(Maybe I should summon Arcanaville....)


City of Heroes was my first MMO, & my favorite computer game.

R.I.P.
Chyll - Bydand - Violynce - Enyrgos - Rylle - Nephryte - Solyd - Fettyr - Hyposhock - Styrling - Beryllos - Rosyc
Horryd - Myriam - Dysquiet - Ghyr
Vanysh - Eldrytch
Inflyct - Mysron - Orphyn - Dysmay - Reapyr - - Wyldeman - Hydeous

 

Posted

We can establish a range of plausible values by looking at what current powersets can do, but really, there is no such thing as an expected average time to defeat any given enemy nor group of enemies. You could calculate one in the statistical sense of average, where your expected value was in the middle of the actual values, but few if any of the actual values match the average, but that doesn't sound like what you're looking for. If you're trying to figure out if your idea falls into the range of acceptable values, that's simple: see if it falls into the area of what existing sets can do. Without some kind of detail of what your idea is, or at least what category of set it is, it's difficult to be any more specific than that.

Auto-run isn't particularly special; it just makes you move continually forward until you toggle it off or move manually forward/backward. If the autorun function didn't exist, you could do much the same thing with /++forward (which is basically identical except that it doesn't play nice with backward movement). But there is no /hover nor /++hover command; you need an actual flight effect to hover or fly. Unfortunately your idea for Teleport has been suggested many times before. I'm not sure of the exact technical reason it doesn't work, but since we still have the current version of Teleport it's apparently not as easy as it sounds.


 

Posted

Quote:
Originally Posted by Chyll View Post
Not at all. Stealthing missions (in TFs, solo in tips,...) debunks that nearly instantly. And that comes down to mission design, rather than the foes choice...
Well, that avoids the whole "enemies/time" ratio to just go straight to "rewards/time", but those enemies in that mission are still designed for a certain "enemies/time"/"rewards/time" ratio.



Anyway, I remember some 2-3 years back a developer was talking about the design of a new set where they had to make sure it wasn't too fast at defeating enemies or too slow.
It doesn't matter that I know what their design/balance goals are when it is obvious that we aren't meant to defeat enemies too fast and how slowly we defeat them is dependent on how safe we are.


 

Posted

Quote:
Originally Posted by Hopeling View Post
We can establish a range of plausible values by looking at what current powersets can do, but really, there is no such thing as an expected average time to defeat any given enemy nor group of enemies.
Then how do they weight secondary effects and defense/resistance/regen for reducing an attack's damage and increasing recharge because it has a secondary component that either increases damage or increases safety?

I guarantee they at least have a "this feels right" amount of maximum DPS, likely on a Blaster, from an all damage set like Fire Blast that they have set as a maximum that every other character has to do less than to varying degrees based on the other effects they have.

It's like what if Blasters had Tanker primaries as their secondaries? That would be completely unbalanced and thus the Blaster would need damage reduced, probably to Tanker levels, or would need the defenses and other effects reduced back to Blaster levels.


 

Posted

Ok, here is a new idea.


What is the maximum expected DPS for Blasters?
What is the minimum expected DPS for Tankers?

....without outside buffs and only with their primary and secondary powers on SOs only....(since this is how sets are likely balanced to avoid any power pools or IOs becoming "required" for normal play)

Edit:
Also....

What is the maximum single target DPS for Blasters, as well as the AoE maximum?
....the same minimum for tankers?

What is the average defensive value(mitigation per second) for Tankers?




I'm trying to make a set that, or sets, that could possibly work as an attack or defense set for multiple archetypes, or a new archetype.



Ok, here is the main idea:
I want to see if it would be possible to make damage mostly passive like "environmental damage" such as the damage aura toggles(and other cool ideas) likely for combining with a survivability set that is based on active survivability(like a Tanker that had Kinetics as a primary, but much more self focused and not kinetics). Part of the idea's "schtick" would be positioning as well, more than just "taunt everything into a circle around me".


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
Ok here is a new idea.


What is the maximum expected DPS for Blasters?
What is the minimum expected DPS for Tankers?

....without outside buffs and only with their primary and secondary powers on SOs only....(since this is how sets are likely balanced to avoid any power pools or IOs becoming "required" for normal play)
Again, this is going to vary based on powersets and enemy types. A /Fire Tanker will have a faster rate than an /Ice Tanker, but the /Ice Tanker should be safer. So if you base this minimum off of the /Ice Tanker, the /Fire Tanker will appear to be well ahead of the curve. And that's still not getting into the whole AoE vs. ST aspect again.

How quickly will a Fire Blaster take down a whole heap of minions? A few seconds? Now how about a Psychic Blaster? Same speed? Much reduced? Which of those do you want the minimum value for? Are we sure those minimum values are considered balanced now?


I think I get where you're going, but at this point, you're never going to get the value you're looking for from the players, and probably not even the Devs. So I would just make your suggestion with some arbitrary numbers, admit that they're arbitrary for now, and go from there.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Secondary effects are usually free, actually (compare Siphon Life to Disembowel). And again, there's such a wide range of values for this that you really cannot say in any meaningful way that there is an expected time required to defeat a given enemy. We can provide a range of expected times, but it's a pretty wide range, and often gets turned on its head (but no less wide) when you consider spawns rather than individual foes.

Moreover though, when you're trying to suggest a powerset, it's basically pointless to come up with numbers other than as ballpark estimates. Even if you're a professional game designer with a perfect understanding of everything about CoH, coming up with the numbers is not much better than guesswork until you can actually playtest it. In fact, trying to supply numbers detracts and distracts from the meat of a suggestion, which is the concept and the mechanics.


 

Posted

Quote:
Originally Posted by Hopeling View Post
Moreover though, when you're trying to suggest a powerset, it's basically pointless to come up with numbers other than as ballpark estimates. Even if you're a professional game designer with a perfect understanding of everything about CoH, coming up with the numbers is not much better than guesswork until you can actually playtest it. In fact, trying to supply numbers detracts and distracts from the meat of a suggestion, which is the concept and the mechanics.
Maybe you're right.

I just got this idea where I would really like wade into a group of enemies and "my mere presence negatively effects them because I wish it so".

I started trying to come up with an idea for how that would work, where attacking would be less of a "punch and kick and blast" thing and more of a "environmental damage from standing within a small mobile storm/fire/etc" or "too close to a radiation source".

It would need to be able to defeat enemies without defeating them too easily, hence not too fast so that survivability is not an issue, so it would likely work best on a Tanker that is meant to take time to defeat enemies.
It also would probably rely on at least 1 good damage aura meaning it likely wouldn't be best on a squishy that has that damage aura turn off all too often in melee. It could even work best on a custom archetype designed to support it.



Edit:
I know a passive set would be boring without an active set to compliment it, so I imagine my idea would be like a reverse-Tanker(active defense/passive attack instead of passive defense/active attack) that would actively manage survival.
I guess the most apt analogy would be a healer that only heals himself, while actually dealing damage as a Tanker or Brute or something.


How cool would that be?


 

Posted

So what does everybody think of a passive offense/active defense combination?

What combinations already in game are closest to this?(because I really like the idea and would like to play such a character)


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
So what does everybody think of a passive offense/active defense combination?

What combinations already in game are closest to this?(because I really like the idea and would like to play such a character)
Passive offense - Spines/Fire, Spines/Dark


 

Posted

Certain controller combos might be loosely comparable - damage coming from pets, confuses, etc that are not directly under player control, while survival comes from choosing which enemies don't get to attack.

It is an interesting idea. I've seen similar ideas batted around before in other games, but never implemented that I can recall, so I'm not quite sure how it would work out.


 

Posted

Sounds a lot like my Fire/FF controller.

When I was talking about it here once someone said, "So you just 'stand stuff to death'?"


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
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Posted

Quote:
Originally Posted by Hopeling View Post
It is an interesting idea. I've seen similar ideas batted around before in other games, but never implemented that I can recall, so I'm not quite sure how it would work out.
The problem I perceive is if such a "passive attack" set were given to the melee archetypes with their "always on" defenses would turn them into statues in combat. They would just stand there as damage auras finished enemies off. Such a set could easily be overpowered or underpowered in such a situation, unless there is a better way to get the same "passivity" without it being "always great" or "always horrible".

I'll definitely give this some thought because it is a fun idea.



The closest things I could think of to this idea were illusion control and force field masterminds, but those are still more active than my idea. I would like something more reliant on myself as well, not pets.


And in regards to the spines suggestion:
I never thought of spines, but I hate the graphics of that power, so no surprise there.

I really would like a lot of sets if I could completely change the graphics. For example, it would be really cool to change some of the "instant effect" powers, such as gravity control's first 2 powers, into a fire graphic for some "firestarter" instant flame-ups with the gravity secondary effects. I can't think of any other examples right now, but the defensive sets would be prime candidates for this sort of customization, as well as the identical axe/broadsword/mace sets with almost identical secondary effects such that they could be just one set with the 3 sets of weapons all available for customization and maybe secondary effects controlled by toggles like Dual Pistols has ammo changing.
(Edit: I actually wish they would just nuke Axe, Broadsword and Mace then combine them into one set with toggles like Dual Pistols to change the secondary effects between the 3 used for those sets(defense debuff, knockback, stun).


 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
Sounds a lot like my Fire/FF controller.

When I was talking about it here once someone said, "So you just 'stand stuff to death'?"
LOL
That's pretty much the idea, but on a Tanker or Brute.

I want to do this on something safer. Brutes tend to be my favorite because of this and the amount of damage they do once Fury has built up.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
I'm wondering what "time to defeat" number the developers try to balance each enemy rank around, per enemy?

Is it something like 10 seconds per minion, 15 seconds per lieutenant and 20 seconds per boss and additive for groups of them or what?
I've never given it much thought before, but those numbers seem a little high to me, especially the 10 seconds per minions. I'm pretty sure it doesn't take most players an average of 10 seconds to defeat a typical minion unless they're using a very low damage character. 20 seconds per boss I think is closer to the mark.


 

Posted

Quote:
Originally Posted by Red_Raccoon View Post
I've never given it much thought before, but those numbers seem a little high to me, especially the 10 seconds per minions. I'm pretty sure it doesn't take most players an average of 10 seconds to defeat a typical minion unless they're using a very low damage character. 20 seconds per boss I think is closer to the mark.
They were arbitrary numbers meant to serve as examples of what I am looking for.
I imagine real times are closer to an exponential scale rather than an additive 5 seconds per rank.