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3/1/2013 11:59:18 PM
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Difficulty scaling in that manner could get very annoying peculiarly for the very skilled and skill-less as it will enviably be set for the mid-skill levels ..there has to be some area specific difficulty scaling and some monster species/class/type specific scaling, as anyone who has played skyrim will tell you the enemies start to feel either; as all skilled player's will tell you weak, or as skill-less people will tell you constantly strong, after a short span of time as there isn't enough variety in the difficulty enemies you encounter to keep you engaged. Where do you go if you really want a challenge? I believe the game should be skill based as opposed to level based in games play... playing more like a FPS. The scaling in such a game isn't obvious and tend's to be area and enemy class specific (I.e. halo grunts tend to be easy to kill but can be deadly in groups for the unwary, elites are tough and unpredictable, and brutes tend to be tough and strong, but easily baited...). In short with FPS's the way the enemy fight's effect's the difficulty, add map set up and it becomes a case of it been much easier and perhaps more effective to have a more area and map related scaling system. It will have to be done carefully, as you need the variety and occasional challenge in the game play to keep the player's engaged. The area scaling is very important though, because whats the point of going to the dead fleet's of Saturn if the enemies there (and the loot) isn't more difficult (and thus more rewarding) than say going to the European dead zone or a area likely to be frequented by new player's? There should and needs to be areas which are notorious for been dangerous... where noob's fear to tread and only the bold, the badass, and the fool hardy dare to venture. Because its those adventure's that are the most rewarding and memorable. It's like remember that time we went to (a very notoriously dangerous area). Yeah that was some Crazy S***. We kicked some serious a**. That was pretty epic wasn't it... remember those sweet weapons we got. Yeah totally worth it. That way the player's can moderate there own difficulty, and far flung exotic places become properly rewarding. People can always get better at a game in order to open up new areas for adventure... or better yet time up with other players, or just tag along with a more skilled player to such a location. Besides if you get into trouble chances are you'll find some one there to team up with.
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  • I really like the idea of having some areas where only the bravest dare to go. Good point about how that leads to memorable gaming experiences with friends.

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  • [quote]Difficulty scaling in that manner could get very annoying peculiarly for the very skilled and skill-less as it will enviably be set for the mid-skill levels ..[/quote] Agreed, under certain conditions. I don't think the idea is universally bad, but I can see your mindset. [quote]I believe the game should be skill based as opposed to level based in games play... playing more like a FPS. The scaling in such a game isn't obvious and tend's to be area and enemy class specific (I.e. halo grunts tend to be easy to kill but can be deadly in groups for the unwary, elites are tough and unpredictable, and brutes tend to be tough and strong, but easily baited...). In short with FPS's the way the enemy fight's effect's the difficulty, add map set up and it becomes a case of it been much easier and perhaps more effective to have a more area and map related scaling system. [/quote] The system I'm theorizing isn't mutually exclusive to your thoughts here. Of course enemies would vary in difficulty as well as their numbers and strengths varying by location. Remember I'm speaking to TEIRED difficulty levels here. For example, the health of a Grunt on normal in Halo 3 as opposed to the health/damage of a Grunt on LEGENDARY in Halo 3. There's a vast difference there leading to a more challenging situation. The systems your'e speaking of and the systems I'm speaking off aren't mutually exclusive. I'm just wondering if there is going to be a difficulty scaling system to provide a challenge for those of us who are pretty good at shooters. :)

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