Question for Anet, Difficulty Scaling

Question for Anet, Difficulty Scaling

in Guild Wars 2 Discussion

Posted by: Yseron.8613

Yseron.8613

Through the years i have always observed some difficulties for the game to correctly scale the amount and rank of enemies in waves that the players must face, particularly during events with multiple local bastions (silverwastes) as opposed to sequential single bastion events.

This lead to the game erroneously throwing legendary foes accompanied by legions of fast respawning enemies when a zerg is simply passing by your location, but not contributing to the kills per second or minute (whatever your time frame reference is).

Would you agree that your regulation system should therefore only use kills(t) for a given location as your setpoint rather than just the number of kittens present in the area ? (with a minimum to match a difficulty level, and a max to match your game engine limitations of course)

In the case where you would still be willing to improve this aspect of the game, and if you are unsure of how to test and check your proportional, integral and derivative gains, i know for a fact that you will find among us a bunch of players able to produce a simulation tool if needed, with the help of fast ptotoyping tools such as Unity (although even a windows console application would suffice for that matter).

Question for Anet, Difficulty Scaling

in Guild Wars 2 Discussion

Posted by: Healix.5819

Healix.5819

Prior to season 1, events scaled based on participation. You actually had to tag an enemy to be counted for example. The problem was, zergs were capable of killing bosses as they spawned, prior to them actually scaling. Around the end of season 1, scaling was simply changed to factor everyone in the nearby area.

Surely they could create a hybrid, where everyone counted for the first minute or so, then it went back to participation. I encounter non-participants/AFKers every day near the collection events in EB for example, forcing me to turn in roughly 5x the amount.

Enemies should have never scaled in numbers or rank, as it only makes zerging more rewarding. They should have been dynamically adjusted, like bosses.

Question for Anet, Difficulty Scaling

in Guild Wars 2 Discussion

Posted by: Yseron.8613

Yseron.8613

Yes, it should be a responsive system that do not rely solely on the number of kittens present in an area

Question for Anet, Difficulty Scaling

in Guild Wars 2 Discussion

Posted by: LouWolfskin.3492

LouWolfskin.3492

Especially in the core game i still think that scaling should be a lot harsher.
Then again, veteran and elite-enemies do need better builds for that to work so it’s an entirely different story.

Question for Anet, Difficulty Scaling

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

The events around the winter berries in BF are some of the worst in the entire game. Due to the seer amount of players just moving around and harvesting, ignoring all mobs, the event mobs scale too high, making the events really tedious to complete.

In SW it’s similar when there is a chest farm going on. The huge chest farming blob will pass through a fort, scaling the event, then they leave not contributing to the event, going after their loot.

One way of solving this problem is by not having conflicting mechanics around an area. If a fort is under attack in SW, you can’t loot chests around it, if the berries are protected by mobs, you can’t harvest them, and so on. That way you don’t even have to tweak the algorithm for event scaling.

Question for Anet, Difficulty Scaling

in Guild Wars 2 Discussion

Posted by: Yseron.8613

Yseron.8613

Another good solution. I think it would be a crime to ignore the fantastic people we have in our community provided that you have the time and resources to account for their ideas