Timeline for Balancing Player vs. Monsters: Level-Up Curves
Current License: CC BY-SA 2.5
3 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Apr 6, 2011 at 16:57 | comment | added | Olhovsky | Then do as I suggested for linear games. Hand the player more a couple more difficult monsters, if he doesn't perform well, then reduce the monster level, until some lower bound. The player will still have a sense of progression, because the worst players will still always hit the lower bound of monster level spawning. | |
Apr 6, 2011 at 13:52 | comment | added | ashes999 | That sounds very much a strategy for static maps. What if my game is 90%+ procedural, like a rogue-like? | |
Apr 6, 2011 at 5:15 | history | answered | Olhovsky | CC BY-SA 2.5 |