4sheetzngeegles
Well-known member
This is something I would like to see in the future of 7DTD
One way I can see it happening is, and I don't think it would be easy,
is to create a progress monitor. Make it function like the garbage
collection system, basically running in cycles. Looking at the tier
weaps and arms, speed of progression, rate of dispatching zombies. Two
people in the same battle situation, one high level one low, under basic
circumstances will have a tendency to feel different because from the same
static spawn.
Balancing the rate of level progression vs game stage progression.
This should probably be set to a 1:1 ratio with advanced stages of
1:1.5 1:2 1:2.5 etc. 1:1 would be for adventurer and down this way
people could cut their teeth on the game without being overwhelmed. The
enemy strength would increase proportionately, but they would retain or even
have a higher emphasis on their individual weaknesses.
The above refers to my post about how I set my multiple level Entities.xml
If you have 5 levels of say Zombie Steve. In normal game play he may be default
or strong enough to knock you on your "" fill in the blank. He may have a bear
hand that splinters certain materials. But he may be easy to cripple or
knock back, or he may only die from a melee head shot. The fun is not
knowing.
As the game would progress the monitor comes on and begins to measure
progression over time, and adjust the ratio. So for an advanced player
the system would automatically ramp up to meet them face to face. It's
a logical but mostly psychological mechanic. For multiplayer it would
average it initially by the number of party players, then set a ramp variable.
Think like this, if I am content with playing slowly then it is a simple
progression 1:1. If I feel I have the hang of it I pause and either just turn
on the monitor, or set it to a higher ratio.
During a battle it would know how much additional Pool spawn to release to
make it breath holding, sphincter clenching excitement, without feeling like
a generic kill switch has be turned on. Pooling them instead of in waves would
allow for gradual ramping which draws a person in, vs bombard then stop then
repeat. It creates an excitement, a feeling of success, and relief when it is
done. But it can't be done with every event or it becomes repetitive, and expected.
My thought process goes back to a post I made. You get what you played for.
By this I meant if you play hard and try to speed run the game then progress
keeps up with your play through.
A person capable of dispatching, 5 per minute because they have basic melee weapons,
would be pushed with 7 per minute, but overwhelmed with 10 per minute, while a
person that has high level automatic projectile weapons and tiered up armor and attributes,
may be just hitting their stride at 10 and having it ramp to 12 or thirteen puts them in
the battle zone.
Dynamic Difficulty Adjustment (DDA).
One way I can see it happening is, and I don't think it would be easy,
is to create a progress monitor. Make it function like the garbage
collection system, basically running in cycles. Looking at the tier
weaps and arms, speed of progression, rate of dispatching zombies. Two
people in the same battle situation, one high level one low, under basic
circumstances will have a tendency to feel different because from the same
static spawn.
Balancing the rate of level progression vs game stage progression.
This should probably be set to a 1:1 ratio with advanced stages of
1:1.5 1:2 1:2.5 etc. 1:1 would be for adventurer and down this way
people could cut their teeth on the game without being overwhelmed. The
enemy strength would increase proportionately, but they would retain or even
have a higher emphasis on their individual weaknesses.
The above refers to my post about how I set my multiple level Entities.xml
If you have 5 levels of say Zombie Steve. In normal game play he may be default
or strong enough to knock you on your "" fill in the blank. He may have a bear
hand that splinters certain materials. But he may be easy to cripple or
knock back, or he may only die from a melee head shot. The fun is not
knowing.
As the game would progress the monitor comes on and begins to measure
progression over time, and adjust the ratio. So for an advanced player
the system would automatically ramp up to meet them face to face. It's
a logical but mostly psychological mechanic. For multiplayer it would
average it initially by the number of party players, then set a ramp variable.
Think like this, if I am content with playing slowly then it is a simple
progression 1:1. If I feel I have the hang of it I pause and either just turn
on the monitor, or set it to a higher ratio.
During a battle it would know how much additional Pool spawn to release to
make it breath holding, sphincter clenching excitement, without feeling like
a generic kill switch has be turned on. Pooling them instead of in waves would
allow for gradual ramping which draws a person in, vs bombard then stop then
repeat. It creates an excitement, a feeling of success, and relief when it is
done. But it can't be done with every event or it becomes repetitive, and expected.
My thought process goes back to a post I made. You get what you played for.
By this I meant if you play hard and try to speed run the game then progress
keeps up with your play through.
A person capable of dispatching, 5 per minute because they have basic melee weapons,
would be pushed with 7 per minute, but overwhelmed with 10 per minute, while a
person that has high level automatic projectile weapons and tiered up armor and attributes,
may be just hitting their stride at 10 and having it ramp to 12 or thirteen puts them in
the battle zone.
Dynamic Difficulty Adjustment (DDA).