**Optional** level scaling

if(playerSETTINGlevelscale)=TRUE, SET enemylevel FLOAT playerLEVEL++3
if(enemyLEVEL>playerLEVEL++4), KEEP enemyLEVEL

if(playerSETTINGlevelscale)=FALSE, KEEP enemyLEVEL

I would like to see the lower level areas be given an optional level increase that impacts only the player that opts into the difficulty themselves. this would ensure that a lower level player would not see any impact on on their end even if the player is grouped with a high level player with their theoretical settings non compliant with each other. this way high level players could say play the amrine expedition with low level players and have the similar experience as their lower level player friends without turning up the difficulty of the other players. this setting could also be improved with a slider that increases the enemy’s damage to player based on a players preference.
I’m a bit of a stealth game fan and roaming the game and being able to walk up face to face with the enemy npc, walk around the enemy and then hit them in the back is just a boring experience. I realize that increasing the level of the enemy is going to increase their health, but its at least a far better experience knowing that the enemy npc’s can kill me if I simply roam the world with a carefree attitude knowing that even if they swarm me that I can just wreck them with one swing. For some of you that is fun or at least more efficient for farming resources, which is why I propose this to be an optional experience.

this of course is just an example of sample code and probably not well written either but it gives a glimpse as to what I hope to see for the improved gaming experience. but I don’t want to see half a million posts saying you don’t know what your talking about. If you have any edits to help improve the code statement to at least make it logically correct than feel free to make those changes so we can all benefit from that.

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