Balance going away is true for all settings in the game. It's common for new players to select age of heros and ruin game balance with leadership or teleport. It's also common for them to drag down the EXP slider and ruin game balance. Or drag the gold bar to 800. These settings are fun for new players precisely because they aren't as balanced. New players enjoy these non standard less balanced games.
Guillaume Melquiond wrote: > On 2010/4/2, Fabian Mueller wrote: > > >> Every ability that influences HP or amount of strikes can be multiplied >> as well, I see no problems there. >> > > The problem is the same as with poison and slow. If you increase the > number of strikes, you increase the chance to hit, which causes an > unbalance. > > >> I see one problem, at which adjustment would you aim for the same >> balance as the normal >> gameplay? Most likely the poison/slow whatever issue would only be >> balanced around a single >> value, and I think we shouldn't offer a slider that can be used to >> unbalance the gameplay too much. >> > > No, the whole point of my proposal is that all the settings are > equivalent from a statistical point of view. If the game is currently > balanced, it is supposed to be balanced for all the settings between > 0-100 and 50-50. Obviously, the gameplay may become quite different at > 50-50. (Thunderers become completely different units, but that's also > true with your proposal.) But we shouldn't care about balancing > anything else than 0-100. People will have to accept that the game is > guaranteed to be balanced only for the current mode, and the more you > move the slider away from 0-100, the more the game experience changes. > > Best regards, > > Guillaume > > _______________________________________________ > Wesnoth-dev mailing list > Wesnoth-dev@gna.org > https://mail.gna.org/listinfo/wesnoth-dev > > _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev