Talk:Game Development Based on Experience/1.4.3/@comment-9026404-20130504103524/@comment-77.239.253.103-20130504104709

And this is why "just set sliders like in the table" is bullshit.

I've looked @ your Action sliders. It was enough.

Action needs 1.8 T:D balance. Your sliders will give it 1:1 T:D on first phase, 1.7:1 T:D on second phase and 1:1.24 T:D on third phase. Obviously you land somewhere around 1.2 T:D balance. You will thus miss the 25% error margin and get lower game quality because you missed your balance goal.

However, you will still get your 10's! Why? Because getting high score is not in direct consequence of filling sliders correctly! You have to do better by a set margin than your last highscore (at game start, a predefined constant) to get 10's, not allocate sliders and stuff.

So your sliders ARE wrong but you WILL get high scores with them sometimes (eventually, you will get high scores definetly, if you keep making action games with such slider setup), as you will with ANY slider setup you keep adhering to. This does not mean you are making best quality games. To do that, you need to use the plus/minus table and other tables and think and calculate and so on.

PS: And adding features screws the balance further thus your slider pictures become even more obsolete when more features come in....

PSS: And even more obsolete when you start having multiple employees.