Chaosforge Forum
DoomRL => Requests For Features => Topic started by: Psion on August 11, 2007, 12:00
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Is the amount of experience you need to level up decreased in the lower difficulty levels? Because it seems to me that the easier modes are only marginally easier because you just don't seem to level up as much. Maybe you could increase the amount of experience you get on lower difficulty levels so people will stop complaining that this game is too hard.
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Yeah, really, that's the idea. Why we haven't suggested it before? First - it will make game easier for newbies. Second - this will make level of winning characters with same kill percentage on different difficulty levels approximately equal. It's not fair that on ITYTD at the end of the game you reach only level 9, while on UV you reach 12!
Something like this:
ITYTD - 1.4
NTR - 1.3
HMP - 1.1
UV - 1
N! - 1.2(imho on Nightmare! you should give an incentive not to run through levels, but to kill(at least untill they ressurect again)) all monsters on your way)
[Edit: i was talking about multiplier of recieved experience, not multiplier for experience required for levelup. That means that on lesser difficulty levels you should recieve more experience than on higher, but with the same experience required for levelup as on higher difficulties.]
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Agreed, this is a GoodIdea(tm)
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:S
Sorry if I misunderstood but is this a suggestion to stop players at higher difficulty levels from gathering higher levels (in terms of experience) then players on low difficulty level? I’m not a huge fan of that.
Sorry if that’s not it, I’m having trouble following what is being said. If it is though, I don’t think it’s a good idea. My reasons being:
I think of the higher experience levels as being a reword for playing the higher difficulty. I know it doesn’t actually outweigh the increase in difficulty (or at least it shouldn’t) but it feels kinda cool to be more powerful then you would be otherwise. It’s a purely psychological thing, I suppose.
It also seems to make realistic sense to have a marine that went all the way to hell and back to be stronger then a marine that got a bit lost in his backyard (exaggerated example but you get the point). So in my opinion it does seem fair that ITYTD marine should finish being around level 9 or so and a UV marine should finish being around level 12 or so.
Further more I think there is an element of discovery to realising that you could reach a higher experience level and hence could make a different / more sophisticated build for your character.
My two cent.
P.S. if you want to make change in difficulty more pronounced across difficulty levels then why not just have increase monster strength by a certain factor (i.e. going up one level in difficulty would mean a 10% increase in monsters damage and health or something to that effect).
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well...
i only came to this forum because i wanted to suggest the same idea.
and now, i only registered, to speak up in support of this idea.
i'm not very proficient in rl type games, so i would be exactly the kind of rookie
that particular feature would be good for.
but perhaps the difficulty settings could be somewhat more flexible.
a custom difficulty setting, where one could taylor a game for every taste.
adjustable parameters could be gained exp (or required exp for levels),
monster strength, amount of monsters, amount of good stuff & powerups
and perhaps strength of powerups.
that could give everyone what the desire.
i, for example, would like to play with lots of exp & powerful weaponry
and against very multiple, but somewhat weaker monsters
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That sounds very much like 007 mode in Goldeneye 007 on the N64; I'd like to see that, actually (it would certainly be an excellent way to continue to challenge masters like Blade as well as grant the not-so-great players a way to 'relax' and simply enjoy blowing everything away), though I'm not sure if that should be something accessible all the time, but that doesn't get a place in the highscore table (too easy to cheap it out unless there's some kind of weighting system in place, which sounds like a hassle to write up) or something that you can only access by earning it.
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Implemented :
ITYTD +40% Exp gained
HNTR +20%
NIGHTMARE +20%