Opened 13 years ago

Last modified 12 years ago

#281 assigned task

Progressive difficulty levels — at Initial Version

Reported by: epyon Owned by: epyon
Priority: major Milestone: 0.9.9.8
Component: engine Version: 0.9.9.5
Keywords: Cc:
Blocked By: Blocking:

Description

11:45 <@ep> now here's an evil idea -- turn off assemblies when playing ITYTD...
11:46 <@ep> following the idea of introductory mode
11:47 <@ep> other idea -- make the Nano Mod nerf only applicable on UV/N!
11:47 <@ep> as well as other Game Hunter's suggestions
11:47 <@ep> and the MVamp nerf
11:47 <@ep> Game_Hunter: what do you think?
11:48 < Simon-v> This might work...
11:48 <@ep> This way pro players would have a more balanced game, and low-to-midrange players would have more

fun

11:49 < Simon-v> It could bring start-scumming back...
11:49 <@ep> Simon-v: for which difficulties?
11:50 <@ep> also, I didn't see any change that would help against start scumming
11:50 < Simon-v> If any game is, potentially, winnable with sufficient skill, then start-scumming is

unnecessary.

11:51 <@ep> additionally I'd suggest a balance change that exotics do not appear before level 3+DIFFMOD, and

uniques don't appear before 6+DIFFMOD

11:51 <@ep> (where DIFFMOD is something like 0-4 depending on difficulty)
11:52 < Simon-v> It would make sense, wouldn't it.
11:52 <@ep> :)
11:52 < Malek> Hmmm. Content/items/whatnot being difficulty based? Mmmm. It might work or it might not - I'd

suggest putting it on the shelf, not doing it for 996 since you're strained on that. And when
you move on to 997 either do a debate about it on forums (public probably) or put it on for a
version but in a way that'd allow you to put it out if people think it's annoying

11:52 * ep thinks its high time he went back to what he loves most -- game design
11:53 <@ep> basically I'd like the game to be more random and unpredictable on lower difficulties, and more

"mature", balanced (but harder) on higher ones

11:54 <@ep> which (I hope) would keep everyone happy
11:54 < Simon-v> You know, the more i think of it, the more i like the idea of penalizing hardcore players for

their skill. They DO want a challenge, right? :)

11:54 <@ep> heh
11:55 < Malek> Hahaha, good one
11:56 < Simon-v> So a player who finds a game-breaking tactic will not be able to use it on N!.
11:56 <@ep> as an added benefit that makes the difficulty levels require diffeerent tactics
11:56 <@ep> the harder you play the more you have to count on skill and the less on luck
11:56 < Simon-v> Indeed!
11:57 < Simon-v> The more skill you have, the more your skill matters!
11:57 <@ep> which is what difficulty levels should be about!

Change History (0)

Note: See TracTickets for help on using tickets.