1 00:00:05,120 --> 00:00:06,660 The testing of the game’s balance, 2 00:00:06,660 --> 00:00:09,860 begins once the debugging of the core mechanics is finished, 3 00:00:09,910 --> 00:00:13,719 that is, once we’ve ensured that turrets and hulls work as intended, 4 00:00:13,719 --> 00:00:17,439 that experience and crystals are awarded based on the right algorithm, 5 00:00:17,440 --> 00:00:19,880 and that the battles are functioning perfectly. 6 00:00:20,240 --> 00:00:23,599 The testing process is split into the following stages: 7 00:00:23,600 --> 00:00:27,360 balancing out the turrets and hulls in battle... and game economy. 8 00:00:27,700 --> 00:00:31,439 Let’s start with equipment balance, and the priorities for this stage. 9 00:00:31,540 --> 00:00:33,860 Of course, the most important thing here, 10 00:00:33,870 --> 00:00:37,89 is to have players with different strategies and playstyles, 11 00:00:37,90 --> 00:00:39,190 battling it out on equal ground. 12 00:00:39,260 --> 00:00:41,480 We gather statistical data from battles, 13 00:00:41,480 --> 00:00:45,360 to observe which turrets and hulls stand out among the rest. 14 00:00:45,360 --> 00:00:48,860 In this analysis, we take into account the following: 15 00:00:48,940 --> 00:00:52,640 which types of battles are entered, which turrets are chosen 16 00:00:52,640 --> 00:00:57,80 and how they are upgraded, and also, which of the turrets perform better. 17 00:00:57,80 --> 00:01:00,440 For example, we nerfed the “Isida” turret when we noticed 18 00:01:00,450 --> 00:01:03,760 that the average number of kills per hour with this turret 19 00:01:03,760 --> 00:01:06,399 was significantly higher compared to other turrets 20 00:01:06,860 --> 00:01:10,460 It also happens that the game becomes more efficient and rewarding 21 00:01:10,460 --> 00:01:13,899 when it is played using a certain turret and hull combination. 22 00:01:13,900 --> 00:01:17,440 This creates a gameplay pattern that is followed by many players, 23 00:01:17,440 --> 00:01:20,679 which in turn makes battles monotonous and predictable. 24 00:01:20,680 --> 00:01:24,780 These turrets or hulls will be subject to change in the very near future. 25 00:01:25,80 --> 00:01:30,240 Anything that might ruin the element of fun and novelty for other tankers, is important. 26 00:01:30,240 --> 00:01:33,360 This is why equipment gets “Nerfed” or “Buffed”... 27 00:01:33,360 --> 00:01:38,220 we are constantly looking for these situations and adjusting the balance accordingly. 28 00:01:38,220 --> 00:01:40,60 It is an ongoing process. 29 00:01:40,499 --> 00:01:42,679 Another important element to be monitored, 30 00:01:42,680 --> 00:01:46,220 is the speed at which players are earning crystals and experience. 31 00:01:46,220 --> 00:01:50,420 Every piece of equipment in the game has a different way of gaining experience. 32 00:01:50,420 --> 00:01:55,60 For example, the “Isida” turret gains experience for healing friendly players. 33 00:01:55,60 --> 00:01:59,259 It also gains bonus experience when carrying flags in CTF. 34 00:01:59,259 --> 00:02:03,249 Thanks to the distribution of in-game roles, and the balance within the game, 35 00:02:03,249 --> 00:02:07,829 we can estimate how much experience and crystals a specific turret should be earning, 36 00:02:07,829 --> 00:02:09,969 when combined with a specific hull. 37 00:02:10,160 --> 00:02:13,780 Of course, we have to find a way to compensate those players 38 00:02:13,790 --> 00:02:18,79 who do not want to carry the flag, by allowing them to choose a different role. 39 00:02:18,80 --> 00:02:20,880 Support and heal, as well as kill-assisting, 40 00:02:20,880 --> 00:02:25,180 should allow players to gain both experience and crystals the same rate. 41 00:02:25,180 --> 00:02:28,800 Otherwise players risk facing one of two situations: 42 00:02:28,960 --> 00:02:32,740 they will either have lots of crystals but few experience points, 43 00:02:32,740 --> 00:02:35,340 making upgrades extremely expensive; 44 00:02:35,340 --> 00:02:37,80 or the other way around, 45 00:02:37,140 --> 00:02:40,40 where they have lots of experience points but few crystals, 46 00:02:40,40 --> 00:02:44,79 which means they will be facing players who have a high level of mastery, 47 00:02:44,80 --> 00:02:48,240 but won’t be able to put up a fight, because they won’t have enough crystals 48 00:02:48,250 --> 00:02:50,930 to upgrade their equipment or buy supplies. 49 00:02:52,960 --> 00:02:57,640 While we’re on the topic of crystals, let’s dive a bit deeper into the testing of the economy. 50 00:02:57,860 --> 00:03:01,160 When a carefully-developed economy is introduced into the game, 51 00:03:01,160 --> 00:03:04,799 the developers need to observe how many crystals a player earns, 52 00:03:04,800 --> 00:03:06,820 how he spends them, and how quickly. 53 00:03:07,140 --> 00:03:11,359 Before the economy testing phase starts, and also during its various stages, 54 00:03:11,360 --> 00:03:13,780 an account wipe is absolutely necessary, 55 00:03:13,780 --> 00:03:17,40 in order to remove excessive crystals earned from grinding. 56 00:03:17,340 --> 00:03:21,760 At the beginning of the Tanki X CBT, turrets and hulls cost crystals. 57 00:03:21,760 --> 00:03:25,220 As a result, we had lots of data about cheaper equipment, 58 00:03:25,230 --> 00:03:27,950 but too little about the more expensive equipment. 59 00:03:28,180 --> 00:03:32,440 So, during the closed beta test, we decided to make equipment free, 60 00:03:32,440 --> 00:03:36,540 to get a better idea of the distribution of turrets and hulls, 61 00:03:36,540 --> 00:03:39,000 and which equipment was preferred by users. 62 00:03:39,000 --> 00:03:42,520 For example, the “Railgun” suddenly became a favorite, 63 00:03:42,520 --> 00:03:44,320 just like in “Tanki Online”. 64 00:03:44,320 --> 00:03:48,359 We are constantly monitoring the average number of crystals a player earns, 65 00:03:48,360 --> 00:03:51,180 and how much of that he spends on upgrades. 66 00:03:51,180 --> 00:03:54,820 If we notice any points that are excessively challenging, 67 00:03:54,820 --> 00:03:56,640 we will adjust accordingly, 68 00:03:56,640 --> 00:03:59,920 allowing players to progress comfortably to the next level. 69 00:04:00,180 --> 00:04:05,240 In order to have a full picture of the statistics, we needed our players to upgrade faster. 70 00:04:05,240 --> 00:04:10,880 This is why we’ve set crystals and experience earning to 5 times the normal speed during CBT. 71 00:04:11,180 --> 00:04:15,440 Another thing to be considered, is that players become more skilled over time. 72 00:04:15,440 --> 00:04:19,279 There’s also the fact that in our case, the majority of testers 73 00:04:19,279 --> 00:04:21,619 are experienced “Tanki Online” players. 74 00:04:21,620 --> 00:04:26,940 We are trying to balance the upgrade system to make sure it is not too easy for “veteran” payers, 75 00:04:26,940 --> 00:04:30,260 but at the same time, not too complicated for newbies 76 00:04:30,260 --> 00:04:32,960 who have no “Tanki Online” experience. 77 00:04:34,780 --> 00:04:36,159 That’s it for today! 78 00:04:36,460 --> 00:04:42,159 Like our video, subscribe to our channel and don’t forget to share this episode with your friends. 79 00:04:42,389 --> 00:04:43,459 See you next time![]