Determine resource emissions per hour

Treat your content equally by determining the resource drain per hour!

In a type of game that requires players to play laps to collect materials used for training, managing the emission of in-game resources is important.

Particular care should be taken when determining the amount of resources that may be paid out in various content, such as experience and in-game currency. Players are smart, and if they know that they can collect resources efficiently in a particular content, they will repeat that behavior.

And this can lead to the destruction of the in-game economy and the disruption of game balance. If you take actions to correct this, such as revising the resource drain downward, you will inevitably be angered by the players themselves as a nerf.

When designing such a game, for content that allows players to continue playing as long as their time permits with no limit on the number of times they can play, the amount of resources to be drained per hour should be determined in advance.

In-game currency will only pay out “1000G/hour” no matter how the game is played. Once you have decided that this is the case, you can divide this number by the amount of time you play the content to determine the appropriate amount the content should drain. If you have stamina, you can determine “1000G / hourly stamina recovery” as the amount of resources gained per hour of stamina consumed, and determine the appropriate amount of resources to discharge based on the amount of stamina consumed by the content.

By extending this thinking, content can be prepared based on a concept such as “You can only try once a day, but you can gain resources for 24 hours” to raise the amount of resources gained by players who can only play for short periods of time.

Finally, if the concept is to allow players to develop their characters by playing for 720 hours (one month), then a growth element that requires resources of “resource drain per hour * 720” can be prepared.