<squinting at his cards...>
FunkySwerve wrote...
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He actually left that to me to decide. I figured it out by looking at where our spawns at various levels were at, and then determining what changes to make at what levels. I won't lie, it was pretty time-intensive.
Ahhh, that seems to be the standard approach. adjust->playtest->adjust iterations. Not trying to *replace* that, but I think I have an idea that will help things a bit :-)
Happily, I already had the scalings for Legendary and Paragon levels, from the CoreStat tab of that spreadsheet I linked you in the pm, so I just had to work out where 1-40 creatures should be.
Good stuff! Like so many chaotic feedback systems, getting close to optimum before turning it over to algorithym is pretty damn important :-)
I also looked at familiars at 1 and 40 too, so I could figure out when to start scaling them up (decided level 5), and by how much (dynamically scaling them is going to be SOOO much better than 2da edits and utcs).
I am *soooo* with you on that one. Do you know that my jaw actually dropped when I saw how Bioware implemented familiars? 40 blueprints each?! Holy moly!
I am currently using, er, damn... lemme look... Ah, MBHenchman Kit for leveling. Just a placeholder. I am not happy (in particular) with the scaling of equipment and making the scale class sensitive. So I'll be re-writing that eventually.
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The results of those measurings are contained in the SummonCalcSingleLevelStats function. There's no guarantee yours will look anything like ours, but here it is all the same, in case it's of any help (you can also find it in the fky_summon_inc above, shortly to be renamed hgs_gen_summon, since it's no longer just an include)
Makes sense to me :-) And I struggled with that portion for a good hour last night, but I got it... eventually. Better, in so many respects, to what I was <vaguely> thinking... :-P
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I'd like a system (sensor/decider/executor/feedback) that dynamically adjusts difficulty based on how the player plays, rather than a predetermined function of how a player *ought* to play. If they are fumbling a bit, ease off. If they are burning through bosses, pour the oil on!
Ok, that should be much easier than what I'm doing. I'm scaling to hit certain benchmarks, and you don't have to. You just need various stepping stones, like our paragon code, to make 'harder', or, conversely, 'easier'. You could do something very like what Werehound was.
Actually, I want a *modifier* to the scaling. Take the normal scaling as the baseline of what I *think* the encounter difficulty should be and then adjust it with the DCRc (Dynamic CR modifieer - combat) or DCRn (non-combat).
I would scale difficulty a number of ways, depending on how clever you want to get. One simple metric is how long it takes the player to kill something. ...
Another one, that is both simpler and provides a feedback mechanism is a ratio of damage given to damage taken, with a weight on top... generally speaking, if the PC deals massive damage while taking very little -> scale up CR. If PC takes too much damage -> scale down. Time of combat is immaterial, except I'll average the DCRc over the last 3 game days to moderate swings in the feedback.
The DCRn would have a similar ratio of xp earned (non-combat) to xp expected. If the PC is earning gobs of non-combat xp, make skill checks harder. If they can't succeed with even simple tasks, make things easier.
Both those functions converge on a optimal difficulty setting <should, you mean>. Yes, *should* converge on an optimal setting that is controlled by the weight constant on top. For DCRc, making things easier increases damage given, which makes things harder. The averaging function and the weight moderate swings and push the modifier to a value that suits *that particular PC's* play-style, setting things just *so* difficult, but not worse.
A word of warning: if the players figure out what you're doing, this could be eminently exploitable - though I don't suppose it'd matter if you're talking single player. Might want to keep it somewhat hush-hush - there's no easy way for them to tell what you're doing.
That very sticking point is what led me <by the nose... a very big nose> to this approach. Power gaming (nothing against it - there is no cheating, only advanced playing techniques (APT!)) is basically playing a game by the meta-rules. So, whatever I did re:scaling has to be resistant to APT.
To take advantage of the DCRc, a player would have to intentionally take massive damage while dealing very little. And death is permanent on Amethyst. Not a terribly viable option. Still, one could sand-bag minor combats before a boss battle... but that is analogous to keeping an ace up you sleeve and suprising the bugger. Excuse my british :-P
...We've scaled them so they they ensure a little risk to a run - the wrong combination of paragons can SERIOUSLY challenge even the most uber party of vets.There is a certain sadistic glee to be had from watching players scurry frantically around trying to avoid getting flattened...but I digress.
No comment =)
Ok, one comment. The original "Banish V'rax'l" (actual title - "Ouch.") campaign took place in the '80s. A group of 12 players burned through 93 PCs to accomplish the act (including Rolo, who "died" (as nearly as he can) 7 times). The players would plan strategy meetings (away from me ;-) to plan out their next hour of game time. It took 6 months (Westpac) and 50 years gametime to complete. It was the single most intense and fulfilling campaign I ever ran. Oh. Yeah. One survivor. ;-) Who is now a High One recurring NPC/DM.
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Just remember to account for all classes' strengths and weakness. Mages, increase/decrease enemy SR, saves, and hp (more hp means more spells burnt, though more hp works well enough for many classes). ...
Yes. class & race context is going to be very important to me. I do *not* believe in balancing things by making everything work for everyone. :-/ Another pet peeve of mine, OT :-P class and Race, like the PCs death, should *mean* something.
Anyway, thank you very much for all the time and consideration you take ;-) This really does help me. And hopefully others.
<...and tossing a bit of gold in the pot>
Modifié par Rolo Kipp, 23 octobre 2011 - 04:03 .