mercredi 7 janvier 2015

DO NOT USE the MMO paradigm for difficulty

The paradigm



In MMOs you are on a never ending treadmill. You gain a level and get 10 more hitpoints you move to the next zone all the enemies hit for 10 more damage.



Perks


Do not make the perks a linear progression of damage. Each difficulty should be a layering of complexity not numbers! A lvl 1 Zerker should work differently than a lvl 2 zerker.



Example.



Level 1 Zerker. Faster food speed. Cheaper weapons



Level 2 Zerker. Faster back peddle.



Level 3 Zerker. Can charge





Instead of just doing more damage the zerker gets new abilities for harder difficulties.



I'm tired of grinding levels just to survive a difficulty by the sole reason the enemies take more damage.





ZEDS



In gears of war horde mode, enemies don't simply do and take more damage. Different enemy types appear only on harder difficulties.



Armored kantus only appear on hard and insane modes.



Please give ZEDS different abilities at harder levels. Do not make them sponges.



Example.



Fleshpounds



Easy. Fleshpounds will rush after taking damage



normal. Fleshpounds will put up a shield in front. ( forcing players to circle)



Hard. Fleshpounds can shoot a grapple hook.



Hell on earth. Fleshpounds can incite other ZEDs and make them berzerk.





Conclusion.



This would keep the game fresh. KI 1 was fun but after you hit level cap it was boring. Does anyone remember when lvl 2 sharps could do hardmode and had to be nerfed? Tripwire you can lead the way for wave based PVE games. You can make each difficulty its own game. It would allow a high level player to play lower difficulties but still have to think because it would be about using the new skills you have, not moving down weak enemies.




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