Prime Junta
Guest
What difference would it make to DX balancing if DX was a wide open sandbox?
What difference would it make to DX balancing if DX was a wide open sandbox?
No, what concrete problems would you expect?What difference would it make to DX balancing if DX was a wide open sandbox?
No, what concrete problems would you expect?What difference would it make to DX balancing if DX was a wide open sandbox?
Since you're adopting dAb. line of defence, I need to know if you intend to flee in butthurt as well before indulging you any further.No, what concrete problems would you expect?What difference would it make to DX balancing if DX was a wide open sandbox?
Think about it for a moment. It's so painfully obvious that I honestly can't understand that you don't see it yourself.
Since you're adopting dAb. line of defence, I need to know if you intend to flee in butthurt as well before indulging you any further.
Now *THAT*'s a big assumption. I wouldn't even assume levels, especially given that I asked you about rather concrete example that doesn't have them - how would transforming Deus Ex into a wide-open free roaming game upset its balance?Assume difficulty is "enjoyable" if a challenge's level is player's level +/- 2. Below, it's dull. Above, it's frustrating.
Assume difficulty is "enjoyable" if a challenge's level is player's level +/- 2. Below, it's dull. Above, it's frustrating. Assume a scale from 1-10 in both challenges and levels.
Now *THAT*'s a big assumption. I wouldn't even assume levels, especially given that I asked you about rather concrete example that doesn't have them - how would transforming Deus Ex into a wide-open free roaming game upset its balance?Assume difficulty is "enjoyable" if a challenge's level is player's level +/- 2. Below, it's dull. Above, it's frustrating.
You can assume (since it seems to be your hobby ) a more balanced skill system, with more useful skills and some utility in raising skills to master.
Now adressing the rest of your point - range of levels that are challenging but possible depends on a lot of factors, both power curve and horizontality of the character development system affect it a lot.
Besides, an open world game shouldn't be a uniform mishmash of challenges. You can gate stuff, you can have islands of difficulty.
The important thing to notice is that when being the right level or above is the main determinant of whether player can tackle a challenge, your design is shit and too vertical.
If you need to periodically reward player, don't do it by ++ing their HP and DPS. Do it by giving them more tools to add to their toolbelt.
Deus Ex doesn't have levels and I'm quite confident you can beat the game with entirely no augs and no training. It would work quite well as an open world game, with augs allowing you to take new paths or do more dangerous things.