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#101 |
Knight
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I don't know about everyone else, but "enemy strength depends on player level" just rubs me the wrong way - first off, what's the point of leveling up your character if enemies power up as well? (Heck, I've heard of characters in Elder Scrolls games becoming practically unplayable because the player put all his skill points in crafting, smithing, diplomacy, etc. and now he can't wander outside of town without getting slaughtered by lv. 35 goblins!) And secondly, it just seems arbitrary - why should enemies level up just because the player did? Now I know that in some games (especially Zelda and Metroid games) where there's a lot of backtracking, midway through the game you'll revisit an old area and HOLY CRAP there are lots tougher monsters there that last time! But you might notice they're actually DIFFERENT monsters, not just "elite mooks" with arbitrarily inflated stats.
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#102 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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I have never encountered a game with monster level scaling where I thought the game was improved for it. The problem with scaling monsters to the player is that the player never feels that they're making progress. They need to have things to compare themselves to, which means monsters that were stronger than them but are now weaker then them.
In the context of Angband, your first Ancient Dragon kill is a notable accomplishment. But later on you're taking them down in one or two rounds like it's no big deal. That's a good indication that the player has gotten stronger, and it's a big part of the motivation to play the game. Angband is, after all, basically about accumulating enough power to kill a god. Not much point in that if by the time you have all that power, so do the small kobolds you were fighting in the first dungeon level. |
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#103 | |
Knight
Join Date: May 2007
Location: US
Age: 44
Posts: 730
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#104 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Quote:
facing moderately OoD enemies a moderate amount of the time. I particularly like idea this because for a large part of the game it's a rather small change to the status-quo. To go further, if there was a way to track how often a player flees from in depth monsters (or doesn't), that could be used to modify generation or, going off on a tangent here, we could approach this problem from the side by altering the frequency of spawns and/or the number of enemies that would normally appear in a group or alone, maybe even overpopulate the dungeon to begin with. However first we need to accurately determine if the player is adequately overpowered. Maybe track average % of max HP turn-by-turn and/or near death expierences (within 10% of death).
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#105 |
Knight
Join Date: May 2007
Location: US
Age: 44
Posts: 730
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Yup nailed it!
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#106 | |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Quote:
What if experience rewards depended partly on your dungeon level? |
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#107 | |
Knight
Join Date: Aug 2009
Posts: 670
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#108 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Quote:
A.
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Ironband - http://angband.oook.cz/ironband/ |
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#109 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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#110 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Would a message "You feel you can't learn anything new on this dungeon level." annoy you much?
DLs could have maximum CLs. |
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