u/BearForgeGames

Help me understand Weights and Normalization please

Okay so I'm making a pbbg, and I've hit a bottleneck making the crafting system. I have it set up in tiers from T0-7 with T0 being a linear decline from 100% when player lvl is 0, to 0% when player level is 10, then T7 is also linear from 0% at lvl 0 to 0.001% at lvl 100, the following tiers T1-3 will be accessible for a time, then fade away so that players aren't using obsolete equipment forever, which then has me assume that T4-6 will be piecewise functions that will need to change their rate of growth since these never decline.

All that aside, I'm confused on how I'm supposed to get those values and then turn it into a percentage, because the route I keep in heading is

"well because T0 is at 60% at lvl 4 then T1 can't be more than 40%, but I still have to consider T2-6 because T7 is also increasing linerarly"

Which then spirals me into trying to find equations that fill the gap of percentages, but I've been told that normalization handles that at the end, and assigning weights is what "keeps the percentages consistent", but I'm having trouble understanding that concept.

If anyone has any resources to learn this area of math, that'd be much appreciated, I prefer to see how it's done visually so that I may understand the applications of the variables when I translate it all to code later.

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u/BearForgeGames — 3 days ago
▲ 1 r/PBBG+1 crossposts

So I've wrote here before about a pbbg that I'm working on, I've made a rough draft of most mechanics and I've left it so that I can make changes later. Right now however I'm stuck at a fork in the road where I

A) take an easy route, making it faster for me to finally get into alpha phase

B) do some math 😧, making it more fluid for actual game experience

The problem in question is

"what tier should the player be crafting a lvl x?".

The easy way is setting hard percentages that apply on

"if playerLvl>x then tier 1 is at y%, tier 2 at z%"

and so on and so forth, this lets me control what level the player reaches a new tier at and the likelihood of them crafting a higher tier, but all by hand no mathematical forumula, the harder way to do it is setting up certain tiers to have a growth and decay and others to have pure growth as in tier 1 would grow in the first couple of levels then decay and no longer be craftable at a higher level, then at the higher level, the higher tiers are more accessible and the lower tiers are either non existent or very unlikely.

It goes without saying that I should be doing the harder route as it has a pretty big benefit, but I'm also wondering if players would even care.

I assume I can just make a mock up of the crafting system with the whole "every 10 lvls something new happens" then once I do figure out a logical function I can implement it, but I also don't want to release something halfa**ed.

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u/BearForgeGames — 22 days ago