So much desire to have more solo support for end game content!
The game needs to scale difficulty based on the number of players to a much larger degree. Allow solo players to solo more often.
Excited to see where TWQ goes with that.
English
-
Scale difficulty for what activities!? What would they do to scale it without having to rebalance every single activity? Majority have an option to choose how difficult you want it. The enemies scale to your current PL, unless you select activities higher than your current PL.
-
Scale the way the game already scales for some activities… just to a larger degree. It’s not a new mechanic, it’s just more tuning that takes solo players more into account. Activities like: -dungeons -higher lvl nightfall strikes -higher lvl lost sectors -unique puzzle zones like Presage/OP/Whisper/Harb
-
There is already a mechanic for that. I want it to be turned up. That’s the tuning. They don’t need to add anything. Bungie just talked about increasing the degree in which player #’s impact the difficulty of activities for TWQ. The system already exists and is used… it just needs to be tuned better for solo players.
-
WoofinAintEazyにより編集済み: 10/7/2021 12:16:00 PMThe mechanic isn’t based off the amount of players in your group though. The system in place is based off what you select, it doesn’t adjust on its own based off how many players in the group. It’s not “tuning”, it’s much more. You also never explained how they would prevent imbalance if someone were to leave or join said fireteam. I’m all for more players being included, but I’m just explaining it’s not some easy thing that can be done right away.
-
You obviously are not aware of the tuning involved for # of players. You are just stuck on power lvl based difficulty. There is a difference. Both exist already. Bungie has said they are expanding how much the # of players is going to impact difficulty in TWQ.
-
You may want to temper your expectations some. Bungie said they were doing that for the campaign story missions. Those have typically been designed for solo play, so going in with a friend or two makes the difficulty trivial unless you're all significantly under-level. I wouldn't really expect them to carry the mechanic over to dungeons, raids or nightfalls since those are intended to be multi-player activities. It's true that the radiolarian pool encounter in the Glassway strikes scales to the number of players, but they probably won't do anything more than that: the odd strike encounter here and there. At least for now.