Balancing games is really HARD. I’ve posted before twice about using stats to fine tune Production Line, mostly because I ma better with hard numbers than I am with reading forum comments, reddit comments, facebook comments, emails, reviews on steam and everything else the community has to say in order to draw conclusions. people generally dont comment on a game, so the 1% that do can give you a very skewed view of what is going on, and I want to ensure I am working to effectively improve the game for everyone. With that in mind lets look at some stats.

Here is a graph showing the progression within games from 50-500 game hours, expressed as the median value.

It looks like I kinda screwed up with build 1.32 and it was too generous(easy) in the long run, with the median player having buckets too much cash. I prefer the way things are now, although TBVH cash accumulates too much at the end anyway. This may be the effect of outliers running cheats though? If I look at the distribution for the current version I get this:

Which has a log scale and shows that we definitely have some people cheating at the top end, but a fair few people who have more than $100mill in hour 500. A cluster seems to be around the 1-10 mill level which is fine. overall, I dont see any major balancing issue here. Now looking at profit margins:

I really dont want the player to have significantly negative profit margins over the course of the game. Its fine in the short run, as loans can allow it, but not indefinitely. It looks like the last two builds did a decent job of preveting catastrophic meltdowns over the 100-400 hour mark, but I could still do with tweaking the marketplace to stop that negative margin being so low. it looks like the system is good at preventing excessive profits, but can resulty in unsustainable losses, so I’m going to need to tweak that a bit.

This chart is showing how strongly the AI competitors compete with the player. it looks like I made no noticeable impact on this in the last build. The AI basically runs on maximum from when you reach the 200 hour mark. This is probably related to it over-punishing the player and causing that negative profit margin. It looks like I just need the AI to back off a bit quicker once it starts having an impact on the players profit margins.

All fun stuff for me to think about today, and then tomorrow I’ll just be doing final testing before releasing build 1.34 to the wild. Talking of which…

I am increasing the price of Production Line tomorrow from its current $15.99 to $17.99. I thought this was a good time to do it, as I’ll be adding the new exciting Pickup Truck to the game:

As well as lots of new animations, and we are getting closer to the eventual point where it gets described as ‘beta’ and then eventually ‘released’. The games price has been the same all through Early Access so far so I thought it was about time. if you want to save yourself $2 you can grab it from the link below. (or steam/Gog). If you are enjoying the game, positive reviews are always nice to have :D

One Response to “More production line game balancing”

  1. Tony Brice says:

    The way this game has been gradually priced up as it improves was an excellent idea, I think. Even though I’m using a Mac, so can only play it through emulation at present, I still picked it up at the really cheap price.

    Makes me grin when I think of the people, who didn’t have a little faith to back it back then, that are going to be regretting it when they end up paying full price, because it’s a great game.