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→‎Difficulty change: added 3 system ideas
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*If we would rise/lower the stats, how about the enemys the players are already fighting against?
 
*If we would rise/lower the stats, how about the enemys the players are already fighting against?
 
There is an idea of having the difficulty chosen when entering the station, but is that really the best way? Discuss, please --[[User:Chaosteil|Chaosteil]] 23:54, 4 July 2008 (CEST)
 
There is an idea of having the difficulty chosen when entering the station, but is that really the best way? Discuss, please --[[User:Chaosteil|Chaosteil]] 23:54, 4 July 2008 (CEST)
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:I have 3 systems in mind: "Static Auto Calculate", "Dynamic Auto Calculate" and, "Player Choice".
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*In "Static Auto Calculate" (SAC for future reference) the game would automatically calculate the difficulty to choose from. A level would contain 5 difficulty classes (Very Easy, Easy, Medium, Hard, Very Hard), and the auto-calculator would automatically give us a PR ("Party Rating" - A number to signify the strength of the party. Basically the sum of the levels of each person divided by the number of people. It can also be used to handicap weaker classes, ie: since a hacker is not to adept at fighting, we would calculate that players level as "Hacker lvl (x)0.75" and use this slightly lower number to represent his "player level" when calculating PR.). Then the computer would select a difficulty depending on the PR. If someone leaves/enters the game, the PR remains the same. This is my least favorite, but makes it easiest for the user. It is least notible for the user (meaning they have no idea that it is happening, they do not even know that sometimes the level is harder). It also holds the highest chance of exploitation.
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*In "Dynamic Auto Calculate" (DAC for future reference), every few minutes or so, the game will run another PR ("Party Rating", see last system for definition) check, and switch the difficulty based on the 5 difficulties available. This is not my favorite method, but not my least favorite. Players may notice a "shift" of dificulty in the monsters when someone levels or leaves/enters the station. This does require no concentration on the user, they can just ignore it as in the previous system.
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*In "Player Choice" (PAC for future reference, yes I know "Why the "A"?". Simply to keep the Acronyms simple and easy to remember.) the player (or players) would choose the difficulty. Upon entering a space station, we could have the first to connect (the party leader) decide the difficulty, and it would remain unaltered, even if more people enter/leave. They could have a vote or have the Party leader change the difficulty or something, but it would apply to only monsters that are not being fought currently. ie "This boss that I am currently fighting is still hard, but in the next room that boss will be very easy since we have not loaded it yet". I like this the most, since it would let people compare how well they can do on a level as well as let people feel more comfortable moving forward, as well as let them see their progression (ie, I used to only be able to do this level on very easy, but now that I am 50 levels higher I can do it on hard (or something)). It is obvious to players, and since we design around this, it would not be very hard to exploit.
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:Those are my 3 proposals. I prefer PAC, since from there we can incorperate some sort of "High Score" system, thus adding a bit more attraction to our games. (ie: "I know I can beat this level on very hard in under 8:23!" or something). I dunno, those are my thoughts --[[User:CloneDeath|CloneDeath]] 18:50, 7 July 2008 (CEST)
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