Well hi yo all. What you think about customized difficulty? I explain what i mean.
[SIZE=14pt]At the moment, in the game's difficulty settings, we can only influence the following parameters:[/SIZE]
[SIZE=14pt]- damage received by the player and zombies, and only with a preset step of changes;[/SIZE]
[SIZE=14pt]- Damage zombies and players by blocks;[/SIZE]
[SIZE=14pt]- zombie sensitivity to the player;[/SIZE]
[SIZE=14pt]- zombie speed in various conditions (day, night, blood moon, etc.);[/SIZE]
[SIZE=14pt]- XP Multiplier and losing;[/SIZE]
[SIZE=14pt]- as well as the parameters of the bloodmoon itself.[/SIZE]
[SIZE=14pt] [/SIZE]
[SIZE=14pt]This certainly represents some freedom for the player in terms of difficulty adjustment, but for me personally, it has always been interesting to play in different scenarios. [/SIZE]
[SIZE=14pt]First, I want to suggest one simple thing, namely to add more options for configuring various game parameters to existing ones, such as:[/SIZE]
[SIZE=14pt]- separate adjustment of the player's zombie damage;[/SIZE]
[SIZE=14pt]- separate adjustment of zombie damage by player;[/SIZE]
[SIZE=14pt]- Zombie health multiplier adjustment;[/SIZE]
[SIZE=14pt]- Limb damage multiplier;[/SIZE]
[SIZE=14pt]- a chance to knock over zombies when attacking;[/SIZE]
[SIZE=14pt]- a chance to put a debuff on a player when attacked by zombies.;[/SIZE]
[SIZE=14pt]- the ability to adjust the multiplier for the number of zombies outside the POI (perhaps a controversial thing, I don’t think that this will not affect performance)[/SIZE]
[SIZE=14pt]However, the question remains what to do with the existing difficulty. Well, to solve this issue, I have my own solution - to leave the existing difficulty levels as they are now, make them in the form of difficulty presets that regulate exactly the same parameters as now, you will have to change nothing, let the current (at v 1.2) values of the multipliers of the superimposition of the debuffs, knock, etc. will be considered as a conditional 1, which we could directly change. [/SIZE]
[SIZE=14pt]In order for new players to enter the game without spoiling the game framework originally conceived by the developers, I have one simple solution. The initial possibility of manually adjusting all these multipliers when choosing difficulty should be blocked by default, for example, if you start the game with anti-cheat turned off, the "EAC Protrcted" parameter cannot be changed when creating the game. In this case, when choosing a difficulty, I suggest adding another difficulty after the difficulty "6. Insane", called "7. Customized difficulty", when selected, the same multipliers that I mentioned above become available for regulation.[/SIZE]
[SIZE=14pt]So, what do we have as a result?: [/SIZE]
[SIZE=14pt]1. The original difficulty does not change in any way, the game remains exactly the same as it was (and for those who want to experiment, the original balance is not so important, the new difficulty is solely the choice of players, there is always the opportunity to play on the original settings); [/SIZE]
[SIZE=14pt]2. Developers do not need to rebalance or change anything in the game (it may not be superfluous to display all the game's complexity parameters regarding health, damage and zombie sensitivity in a separate window, now we have "General", "Basic", "Advanced", "Multiplayer" windows when creating the game (or simply add the listed parameters in the "General" window));[/SIZE]
[SIZE=14pt]3. Most importantly, we get the opportunity to play the game with different scenarios, and this is replayability. (For example, 1 - is a world in which zombies are very painful to hit, very fast, have a huge chance to apply a debuff with each hit, but have very little health and die with a couple of hits. Or, for example, 2 [/SIZE]- zombies are slow, have a lot of health, and can also apply a debuff with a huge chance, but they don't do much damage to the player in one attack, only one way to kill zombies is make a headshots with increased limb damage multiplier. There will be a lot of options for wagering, for sure it will lure someone back into the game, and someone who has not yet decided will be interested in buying a copy for themselves and a friend.
[SIZE=14pt]Well, thank you for reading my thoughts on this, I hope my ideas were clear to you and you liked them, and they may also make the developers think, maybe not about fully adding everything I suggested to the game, but at least about adding at least a little more tools to regulate the complexity of the game, without using modifications for these purposes.[/SIZE]
[SIZE=14pt]At the moment, in the game's difficulty settings, we can only influence the following parameters:[/SIZE]
[SIZE=14pt]- damage received by the player and zombies, and only with a preset step of changes;[/SIZE]
[SIZE=14pt]- Damage zombies and players by blocks;[/SIZE]
[SIZE=14pt]- zombie sensitivity to the player;[/SIZE]
[SIZE=14pt]- zombie speed in various conditions (day, night, blood moon, etc.);[/SIZE]
[SIZE=14pt]- XP Multiplier and losing;[/SIZE]
[SIZE=14pt]- as well as the parameters of the bloodmoon itself.[/SIZE]
[SIZE=14pt] [/SIZE]
[SIZE=14pt]This certainly represents some freedom for the player in terms of difficulty adjustment, but for me personally, it has always been interesting to play in different scenarios. [/SIZE]
[SIZE=14pt]First, I want to suggest one simple thing, namely to add more options for configuring various game parameters to existing ones, such as:[/SIZE]
[SIZE=14pt]- separate adjustment of the player's zombie damage;[/SIZE]
[SIZE=14pt]- separate adjustment of zombie damage by player;[/SIZE]
[SIZE=14pt]- Zombie health multiplier adjustment;[/SIZE]
[SIZE=14pt]- Limb damage multiplier;[/SIZE]
[SIZE=14pt]- a chance to knock over zombies when attacking;[/SIZE]
[SIZE=14pt]- a chance to put a debuff on a player when attacked by zombies.;[/SIZE]
[SIZE=14pt]- the ability to adjust the multiplier for the number of zombies outside the POI (perhaps a controversial thing, I don’t think that this will not affect performance)[/SIZE]
[SIZE=14pt]However, the question remains what to do with the existing difficulty. Well, to solve this issue, I have my own solution - to leave the existing difficulty levels as they are now, make them in the form of difficulty presets that regulate exactly the same parameters as now, you will have to change nothing, let the current (at v 1.2) values of the multipliers of the superimposition of the debuffs, knock, etc. will be considered as a conditional 1, which we could directly change. [/SIZE]
[SIZE=14pt]In order for new players to enter the game without spoiling the game framework originally conceived by the developers, I have one simple solution. The initial possibility of manually adjusting all these multipliers when choosing difficulty should be blocked by default, for example, if you start the game with anti-cheat turned off, the "EAC Protrcted" parameter cannot be changed when creating the game. In this case, when choosing a difficulty, I suggest adding another difficulty after the difficulty "6. Insane", called "7. Customized difficulty", when selected, the same multipliers that I mentioned above become available for regulation.[/SIZE]
[SIZE=14pt]So, what do we have as a result?: [/SIZE]
[SIZE=14pt]1. The original difficulty does not change in any way, the game remains exactly the same as it was (and for those who want to experiment, the original balance is not so important, the new difficulty is solely the choice of players, there is always the opportunity to play on the original settings); [/SIZE]
[SIZE=14pt]2. Developers do not need to rebalance or change anything in the game (it may not be superfluous to display all the game's complexity parameters regarding health, damage and zombie sensitivity in a separate window, now we have "General", "Basic", "Advanced", "Multiplayer" windows when creating the game (or simply add the listed parameters in the "General" window));[/SIZE]
[SIZE=14pt]3. Most importantly, we get the opportunity to play the game with different scenarios, and this is replayability. (For example, 1 - is a world in which zombies are very painful to hit, very fast, have a huge chance to apply a debuff with each hit, but have very little health and die with a couple of hits. Or, for example, 2 [/SIZE]- zombies are slow, have a lot of health, and can also apply a debuff with a huge chance, but they don't do much damage to the player in one attack, only one way to kill zombies is make a headshots with increased limb damage multiplier. There will be a lot of options for wagering, for sure it will lure someone back into the game, and someone who has not yet decided will be interested in buying a copy for themselves and a friend.
[SIZE=14pt]Well, thank you for reading my thoughts on this, I hope my ideas were clear to you and you liked them, and they may also make the developers think, maybe not about fully adding everything I suggested to the game, but at least about adding at least a little more tools to regulate the complexity of the game, without using modifications for these purposes.[/SIZE]
Last edited by a moderator: