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View Full Version : Balancing Quest Difficulty



Nightmare
09-26-2013, 08:10 PM
This is certainly a hot topic going around again, but the big question is, how do you work to balance quest difficulty for EVERYONE? In one camp you have the type of players who can't beat the 2nd Quest (like most of Pure), on the other hand you have a group of players (Gleeok, TSA, AlphaDawg, the Nintendo World Champions including myself), who laugh in the face of things like James Quest and if left unchecked can 0 or 1 game everything, or worse, just god-mod around dungeons with full equipment, destroy everything without a potion, and generally be bored. This is quite the conundrum and I'm sure that some of this draw lines between Gotta kill 'em all and puzzle quests. Let's keep it civil (know this can be disheartening for some quest makers), how do we solve such a conundrum?

Gleeok
09-26-2013, 08:21 PM
Possible solution: We remove all but the top 10% of hardest hardest quests from the databases at AGN and purezc. That way people will simply have to get better or quit completely! :genius: :tan: :sly:

Nightmare
09-26-2013, 08:24 PM
:: smacks Gleeok ::

I'm being serious here.

-James

4matsy
10-05-2013, 09:06 PM
Ooh, ooh, I know! We train them to play better (http://armageddongames.net/showthread.php?80760-ZC-Playing-Tricks-and-Skills) so they can beat any quest thrown at them! ^_^

*is smacked by Nightmare*

Uhh...well...I guess we advocate ZC 2.5 quest authors scripting selectable difficulty levels into their quests? I'm already out of ideas otherwise...<_<'

Chris Miller
10-05-2013, 09:13 PM
Uhh...well...I guess we advocate ZC 2.5 quest authors scripting selectable difficulty levels into their quests? I'm already out of ideas otherwise...<_<'

The Titan's Quest
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