Math models

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Math models

Postby Admin » Fri Mar 25, 2016 5:46 pm

This is something I wanted to cover straight away, to preempt questions regarding unit stats and other parts of Dragon Lords 2 world.

Original Dragon Lords were designed in times where MMO strategy games as genre did not exist on mobile market, so math model developed for the game didn't correctly anticipate how players would behave, it followed a theory, which turned out to be quite flawed, which resulted in only two types of army units really being used.

In Dragon Lords 2 we were determined to not repeat the same mistake again and worked hard on making all units viable. You might have noticed that units in the trailer don't have final values (each of them costs only 1g to train), so don't analyse their usability just yet. The new battle model is being tested using Matlab, where we analyse tens of thousands of possible army compositions and keep an eye out for setups that are consistently exceeding the norm or falling under it.

When we go live with the game we will make sure all units are balanced, that there is no clear best setup. Each unit will have its place in the army even if only by virtue of the special ability, which makes it stand out against other races.


The same principle applies to economy. Before we started making changes to what we took from original Dragon Lords, we made a detailed analysis of the ecosystem to understand what *really* stands behind the troubles plaguing the game. After we had that written down, we sat down and created a model which greatly reduces those problems.

Obviously everything we came up with will be well tested in the following months. That is exactly why we are having the Beta Test, to verify our theories and make adjustments where they are necessary.
'I'll have it up in no time.' is an official term of the United Blood Elf Engineers' Union. It should not be interpreted as a reasonable estimation of the actual time it will take to complete a task in any way, shape, or form.

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