Terracore: Devlog #12 - Battleground Updates & Major Game Balance Changes!

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(Edited)

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Hey Fellow Citizens!

Few made it through the weekend & all the ALPHA systems seem to be running fairly smooth now, a few bugs here and there but nothing major so I have been able to work on some fun things & really take a look at the current state of the game, the balance of early gameplay, and get some feedback from the community which has been super helpful.

One of the largest flaws with the game systems now is Staked SCRAP has not really been useful past just having enough room for the SCRAP you can get to attacks...and FAVOR is currently way overpowered. The end goal here is to allow users to be able to choose how they want to build their character out and still be competitive, it should not be you need to Build X,Y,Z way or you will be at a disadvantage.


Breaking Down the Changes:


STAKED SCRAP

Staked Scrap now also serves a secondary function that is defense called toughness, the bigger your stash the more resources you can hold & the tougher you become. This toughness will allow you to dodge attacks more easily.

This is number is rolled first when someone attacks you and gives you a chance to dodge their attack entirely!

function checkDoge(_target) {
    // Calculate player's toughness based on scrap staked
    var toughness = 0.001 * _target.stakedScrap;
    // Generate random number between 1 and 100
    var dodgeRoll = Math.floor(Math.random() * 100) + 1;
    // Check if toughness is greater than 25%
    if (toughness > 25) {
        // Calculate the excess toughness and make it 2x harder to gain more toughness
        var excessToughness = toughness - 25;
        dodgeRoll = 25 + (dodgeRoll * (1 + (excessToughness / 2)));
        // Check if toughness is greater than 50%
        if (toughness > 50) {
            // Calculate the excess toughness and make it 4x harder to gain more toughness
            excessToughness = toughness - 50;
            dodgeRoll = 50 + (dodgeRoll * (1 + (excessToughness / 2)));
        }
        // Check if toughness is greater than 75%
        if (toughness > 75) {
            // Calculate the excess toughness and make it 6x harder to gain more toughness
            excessToughness = toughness - 75;
            dodgeRoll = 75 + (dodgeRoll * (1 + (excessToughness / 2)));
        }
    }
    // Check if dodge roll is less than toughness
    if (dodgeRoll < toughness) {
        return true;
    } else {
        return false;
    }
}



FAVOR

There is a new roll system based on favor that will use the code below to determine an rng factor based on the amount of favor you have.


First it check the attack damage vs the opponents Defense to get a base attack damage # this has been normalized to reflect the game better and is now divided by 10

var scrapToSteal = (user.damage - target.defense)/10;


Then a RNG roll is made to determine your chance of critical hitting, this is all based on your FAVOR. This scales flat until you hit 25% to crit then becomes harder to gain after that.

async function rollAttack(_player) {
    var favor = 0.001 * _player.favor;
    console.log("Favor: " + favor);
    // Check if favor is greater than 25%
    if (favor > 25) {
        // Calculate the excess favor and make it 2x harder to gain more favor
        var excessFavor = favor - 25;
        favor = 25 + (favor * (1 + (excessFavor / 2)));
        // Check if favor is greater than 50%
        if (favor > 50) {
            // Calculate the excess favor and make it 4x harder to gain more favor
            excessFavor = favor - 50;
            favor = 50 + (favor * (1 + (excessFavor / 2)));
        }
        // Check if favor is greater than 75%
        if (favor > 75) {
            // Calculate the excess favor and make it 6x harder to gain more favor
            excessFavor = favor - 75;
            favor = 75 + (favor * (1 + (excessFavor / 2)));
        }
    }
    //roll a random number between favor and 100
    var steal = Math.floor(Math.random() * (100 - favor + 1) + favor);
    console.log("Steal Roll: " + steal + " Favor: " + favor);
    //check if steal is greater than 100
    if (steal > 100) {
        steal = 100;
    }
    //return steal
    return steal;
}


We will be adding the most info we can regarding these changes to the wiki so that people can do a deep dive into the new system this weekend!

We are excited about these changes & hope to bring the best balanced experience to the game & keep creating more utility for $SCRAP in the future, this is the lifeblood of the game & will be needed for all upgrades and future additions to the game.



That's it for today, all the links are below be sure to follow us to here what we are working on and follow the progress!


Check Out our Wiki:
https://cryptognome.gitbook.io/terracore/
Follow us on Twitter:
https://twitter.com/terracoregame
Follow us on PeakD:
https://peakd.com/@terracore
Come join the discord to learn more:
https://discord.gg/dgJU6RqMv4



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22 comments
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Very cool seeing all this stuff evolve. One clarity note on language used:

6x harder to gain more ___

This makes it sound like it will be harder to stake or spend tokens on either stash or favor. Does it mean to refer to an idea that your toughness/crit chances have diminishing returns after each break point (25, 50, 75) etc.? Because the thing that's "harder to gain" are these two outcomes, not the favor/stash itself (unless I've misunderstood).

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(Edited)

Wrong account

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It's awesome theses updates keep on coming! Balance changes make sense to me! Really like the critical hit component as well.

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very good, thanks for bringing more utility to keep SCRAP in stake 😄

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(Edited)

HUmmm... levels will be,

0-25k SCRAP staked = % toughness = 0.001 * _target.stakedScrap

This will be linear to the staked SCRAP until a player reaches 25k staked SCRAP. But for dodges to start occurring, you will need at least more than 1000 SCRAP staked.

Then for the rest of the levels:
25-50k SCRAP staked = 25-50% toughness (non-linear evolution)
50-75k SCRAP staked = 50-75% toughness (non-linear evolution)
+75k SCRAP staked = 75%-100% toughness (non-linear evolution)

0-25k SCRAP favor = extra % stole = 0.001 * _player.favor

Here if I understood it right, the more favor you have the more you will steal from your critical hitting, on top of your base steal? @terracore can correct me on this one.

Then for the rest of the levels:
25-50k SCRAP favor = 25-50% extra steal (non-linear evolution)
50-75k SCRAP favor = 50-75% extra steal (non-linear evolution)
+75k SCRAP favor = 75%-100% extra steal (non-linear evolution)

Right?

If so this will be quite a LOT 🤣 for the time being, due to the current circulating token! 😎 at least for dodging... but for critical hits, because they are floating numbers you will always have a little extra from your critical hits. The more favor you have the more extra you get (potentially). Don't forget that it all depend on random rolls within the limits.

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No they are floats, and below 25% it works like this var toughness = 0.001 * _target.stakedScrap;

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Ah ok, then it explains. I am going to correct my comment then. Thanks

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Is this correkt?

image.png

e.g:
scrapToSteal = 0.1
user.scrap = 5
staked = 5

-> scrapToSteal = 1

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I am quiet lost here, where and how can i play this game ?

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It looks very nice. I don't understand the technical details, that's true. But I do see that they are taking care to get the game running smoothly, and that's great.

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Quick note to update the WIKI as these balance changes are now out of date and using the k= 0.025 values for everything.

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