Difficulty Scaling?

Engine, AI, scripting, that sort of thing.

Difficulty Scaling?

PostPosted by DWMagus » Tue Jul 23, 2013 4:31 am

Reading the topic regarding pause got me thinking; will there be difficulty scaling for when you play co-op?

Personally, I would want a toggle-able capability for scalability. When I'm playing with friends, I don't want to find the game too easy. But at the same time, if the game scales too difficult, I want to be able to flip it off (even if I have to reload the save) and be able to get through it.

I know Diablo does this, and it made the game more enjoyable so you don't steamroll the enemies.
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Re: Difficulty Scaling?

PostPosted by Railboy » Tue Jul 23, 2013 5:08 am

Something the System Shock 2 co-op got right (by accident or design) was that difficulty increased because the game didn't scale resources while keeping the creatures just as tough. Add a player and suddenly you're keeping yourself alive with half the resources.

I might just try that first since it's the least amount of work (ie, zero) and then work my way up from there if people find it obnoxious.
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Re: Difficulty Scaling?

PostPosted by Tokage » Tue Jul 23, 2013 8:01 am

Well, when you go out into the wilderness, there's plenty of resources out there for you if you know what you're doing. If you do, it won't make much of a difference whether you'll go on a long camping hike by yourself, or with a friend.

In other words, are resources going to ever be scarce enough that it's going to matter? Will we have to make tough decisions of which friend we're going to eat?
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Re: Difficulty Scaling?

PostPosted by Gazz » Tue Jul 23, 2013 9:24 am

Well, Mr_Cake_Fingers might be in trouble.


As I imagine it (and that's completely unrelated to Lars' plans =), the player should always be able to sustain himself unless he's in an excessively hostile environment like a desert or arctic wasteland.
The player is an explorer, not a royal scribe who has never set foot outside the palace!

Without special skills or preparations, this "sustaining himself" can be a work-intensive task.
Lots of foraging for low-nutrition items or hunting prey that does not stand still, waiting to be shot and grilled.

This makes specialised skills desirable because they greatly reduce the required effort.
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Re: Difficulty Scaling?

PostPosted by DWMagus » Tue Jul 23, 2013 3:42 pm

Both Tokage and Cake Fingers are mentioning the points I was concerned with.

Don't get me wrong, I *loved* the idea of System Shock where you had to be choosy about who gets what, but that doesn't seem to carry over for games that can have nigh-on infinite resources.

Hence the idea about difficulty scaling.
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Re: Difficulty Scaling?

PostPosted by Zolana » Tue Jul 23, 2013 6:08 pm

The Skyrim difficulties seemed to work quite well (for me at least). I mean, if it got too easy, or too hard, you could just change it whenever (although I'm guessing this might be a bit difficult to implement)?
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Re: Difficulty Scaling?

PostPosted by Railboy » Tue Jul 23, 2013 6:10 pm

Changing the amount of 'survival goods' like growing food and spawning animals etc is pretty easy to do because there's a central Biome manager that keeps track of all that stuff. So if playtesting reveals that scaling is necessary it'll be an easy thing to tie those settings to the number of co-op players somehow.
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Re: Difficulty Scaling?

PostPosted by Railboy » Tue Jul 23, 2013 6:15 pm

Gazz wrote:Well, Mr_Cake_Fingers might be in trouble.


As I imagine it (and that's completely unrelated to Lars' plans =), the player should always be able to sustain himself unless he's in an excessively hostile environment like a desert or arctic wasteland.
The player is an explorer, not a royal scribe who has never set foot outside the palace!

Without special skills or preparations, this "sustaining himself" can be a work-intensive task.
Lots of foraging for low-nutrition items or hunting prey that does not stand still, waiting to be shot and grilled.

This makes specialised skills desirable because they greatly reduce the required effort.


This is more or less correct - unless you're in a desert or an arctic waste, there's an abundance of survival goods around you. How efficiently you gather and make use of them is determined by your skillset.

If you're unskilled in every way, more of your time will be spent just gathering up those goods. But if you've got hunting skills and animal cleaning skills and cooking skills, then you'll be hunting one stag every so often, harvesting twice the normal amount of meat from the kill, then doubling the potency of the meat with cooking - and then setting off to do whatever else you want to do with your free time.
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