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- ...may decide to act together against perceived leaders, creating a form of [[Balancing Effects]]. [[Balancing Effects]],10 KB (1,431 words) - 08:03, 14 August 2019
- [[Handicap Systems]] provide [[Balancing Effects]] and can by this give all players a perceived chance of being able [[Balancing Effects]],7 KB (1,061 words) - 07:58, 8 August 2015
- ...cal approaches are to introduce [[New Abilities]], [[Ability Losses]] or [[Balancing Effects]] either to provide [[Varied Gameplay]] or to provide [[Player Bala [[Ability Losses]], [[Balancing Effects]],8 KB (1,257 words) - 12:01, 6 April 2018
- ...evel of difficulty. This modulation of player chance can be used to give [[Balancing Effects]] so that [[Player Balance]] is achieved between players or [[Chall [[Balancing Effects]],19 KB (2,776 words) - 07:11, 8 April 2022
- ...|Resource]] flow needs to be handled for other purposes as well, including balancing the value of the various kinds of [[Resources]] against each other and ensu15 KB (2,038 words) - 10:37, 23 November 2015
- ...y however be limits on how much of a resource can be collected, either for balancing purposes or for practical issues of having to provide enough physical token ...tive Feedback Loops]] and thereby be used as a form of [[Balancing Effects|Balancing Effect]]. Related, they can limit [[Resource Competition]] since each playe6 KB (933 words) - 13:22, 1 April 2022
- ...ffects]] opens up some additional design possibilities. One is to create [[Balancing Effects]] between different actions by having the more powerful actions tak [[Balancing Effects]],7 KB (1,024 words) - 17:00, 8 July 2016
- ...esource Generators]] inside such [[Safe Havens]] can further enhance the [[Balancing Effects]] of them. [[Balancing Effects]],8 KB (1,191 words) - 13:31, 26 March 2018
- ...o the game design, and there exist some options. The most obvious one is [[Balancing Effects]] but another is to use either [[Back-to-Back Game Sessions]] or [[ ...ke [[Player Balance]] difficult to achieve in games, unless modulated by [[Balancing Effects]] or having extensive play testing to ensure that no imbalance actu10 KB (1,491 words) - 17:49, 13 March 2018
- ...nly these are applied to [[Privileged Abilities]] (for [[Balancing Effects|Balancing]] purposes), [[Tools]] and [[Installations]]. A use of [[Cooldown]] common ...xt (quite often [[Privileged Abilities]]) they provide a general form of [[Balancing Effects]].6 KB (902 words) - 13:15, 26 August 2015
- ...y be denied the use of [[Conditional Passageways]] as a way of providing [[Balancing Effects]] (through forcing the [[Vehicles]] to be abandoned if they wish to ...linked to the loss of [[Lives]] if these are used in games. Another way of balancing the effects of [[Vehicles]] in gameplay, which also can be used to promote9 KB (1,218 words) - 13:52, 21 July 2016
- .... In games with [[Game Masters]], they can tailor the [[Loot]] to having [[Balancing Effects]] or support [[Narration Structures]], and the fourth edition of [[7 KB (935 words) - 08:34, 3 September 2016
- ...teract with in case produce the same problem. This makes using [[Props]] a balancing act for game designers, one needs to have sufficient amounts of [[Props]] i9 KB (1,280 words) - 13:47, 21 July 2016
- ...e them be affected by [[Deterioration]]. For providing [[Trade-Offs]] or [[Balancing Effects]], [[Armor]] can modulating [[Skills]] or [[Attributes]] by giving [[Balancing Effects]],5 KB (800 words) - 12:44, 24 August 2015
- .... [[Character Development]], especially of [[Skills]], can be limited by [[Balancing Effects]] such as [[Diminishing Returns]] to modulate the increase rates ov [[Balancing Effects]],14 KB (1,906 words) - 21:27, 18 March 2018
- [[Category:Balancing Patterns]] ...sed to take a certain amount of time. One way of doing so is introducing [[Balancing Effects]] - giving those that have an advantageous position disadvantages a14 KB (1,988 words) - 12:41, 18 October 2022
- ...increase the chance of the other vehicles catching up, or have this as an balancing option. ...me World Navigation]] more difficult, and can be important components of [[Balancing Effects]] and [[Handicap Systems]] in [[Races]]. They also make [[Evade]] g5 KB (678 words) - 13:07, 24 August 2015
- ...t actions are used (heavily affected by how many points are available) but balancing the selection of actions can also be accomplished by introducing [[No-Use B [[Budgeted Action Points]] can have [[Balancing Effects]] on powerful abilities since these may cost more points and not be11 KB (1,542 words) - 08:02, 27 July 2015
- ...ith [[Drop-In/Drop-Out]] gameplay. In this case, they can either provide [[Balancing Effects]] (such as [[Invulnerabilities]]) or give them an [[Exaggerated Per ...ing players have an [[Exaggerated Perception of Influence]] or to create [[Balancing Effects]] between them and the other players.6 KB (895 words) - 11:35, 14 July 2011
- ...occur if players engaged in [[Competition]] can gain access to the same or balancing [[Privileged Abilities]], especially if there are series of [[Privileged Ab20 KB (2,786 words) - 12:50, 18 March 2018