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Last week I learned a new term: Rubber banding. Basically rubber banding is putting little fixes in a game / competition to the playing field evened out.
If your building a competition game / world, tweak it. ex: group a has 9000 members, group b has 1000 - it obvious group a will win, but we need to make sure both groups feel like playing is worth it. Also we want to give group b a fighting chance.
How? think of it like two cars racing. the car has to struggle harder to go faster, the faster it goes. but the car thats moving slower isn’t as close to redline, so it can get to the same speed as the lead car more easily than the lead hard can increase in the same amount of speed. Hope that makes sense, I’ve been thinking in metaphors alot the past few months.
so :
increase = position / teams or increase_factor = (teams - position) +1.
gain*=increase or gain/=increase_factor
either one will work, we went with something built off of the second concept. You’ll want to do more with it of course, but thats the base of it.
if you find this helpful post a comment. i’ll post a base world / character evolution formula whenever i can figure out how to explain it, and not explain a projects system
sid out
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