I HATE monsters scaling with player power.
In fact i'll share with you a little story about skyrim I had, Antonio
I'm a bit of a min/maxxer nut myself, I'm pretty good at getting a talent tree and finding the best means of maxing power, or finding broken aspects of gameplay in an RPG.
So in Skyrim you get all those talents, and the vast majority of them make you stronger, but I was playing for the long haul. I was going to max my social skills, get all the lowest prices for my regents, and I was focusing on blacksmithing as well, so my plan was to start weak, but finish STRONG. I'm also the player that saves every Megalixer for the final boss and when I get to him, of the 85 I have in my inventory, I use maybe 2 haha.
Well I get about a month into the game, I'm digging the hell out of it. But I notice that I am getting my ass handed to me ALL THE DAMN TIME, and it's just not that i'm terrible at video games, it's also that something just seems "Off".
So I went online to investigate WTF was going on because the game was becoming more and more unplayable the further I got into it, and I was JUST about to start trying to turn my talent points into actual power.
It was only then that I found out about the nature of rubber banding difficulty in Skyrim.
Suffice to say, fuck no we're not going to do that, enemy scaling difficulty is a bag of balls, and more a design principle suited to large teams where they need band aid solutions to solve problems stemming from lacks of communication
I'm too damned pretentious as a designer to surrender to enemy scaling difficulty!
That said... I have mulled over some elements of blanace that would invalidate power progression XD. What can I say, i'm a big of a hypocrite!
So let me explain, in most games you have fire and ice and lightning, and they're just different colors for the same tired damage formula's of magic.
I'm thinking of adding a damage type called "Pure" damage, and what this damage will do is a raw, undiminished percentage damage to your existing HP pool (aside from maybe shields, but to a lesser extent). And this essentially does the same thing. But I think having big hits is kinda important to have sometimes when you're facing things like bosses and mini bosses, or certain lumbering enemies.
What's great about this damage setup that I hope the players don't figure out is it creates only the ILLUSION of danger, because if you're tanky enough to survive 50 hits, but I have some mechanic that saps away 30% of your existing hits on top of those normal hits. You can still withstand a bevy of punches to your face, but as you watch your health bar get smashed towards zero, you're going to FEEL as though you're in danger, even if you're not!
There are so many little tricks such as this that i'm gearing up to employ to make the game feel thrilling and fun. This is probably one of the only trick I know of in my head now that I think about it, but it sounds cooler if I sound that.
Point is, I'm absolutely 100% a progression nut, I even posted my top 10 games on twitter the other day and most of them are games for people who just like to grind for power for months on end. Dota 2, World of Warcraft, Diablo 2.
I am a gear, power leveler, stat, talent tree nut! So rest assured I'm not coming into this half assed and running into the same problems as other teams as we go, we know this shit like the back of our hand. When we're not working on SeaCrit and "Goofing off" we are playing higher end progression games with inventive power progression and we're min maxxing our asses off. That is absolutely my jam and all the unseen work we've been working on over the years feeds into this! (And also all the sitting on our ass and playing other games XD)
It's a delicate balance. You need for there to be rules in your game of progression. If a player has that special run where they find all the right rare loot, and all the right bonuses and hit it big with finding lots of goldfish and got rich and bought all the cool stuff, they need to be powerful, no rubber banding mechanics in the game should trivialize that.
I really appreciate the continued interest Antonio, it's actually a really huge compliment.
It's kinda like when you bring food to a pot luck, of course everyone is going to say "OMG, your casserole was AMAZING", but if you look at the pan and there's only 1/5 of it eaten, you know you're a failure!
The greatest compliment you get can get as someone who makes something is for people to say they want to consume it!
I'll write a blog on this subject of skills in just a bit, going to meditate on it a bit and devise a plan for a blog post and for work today and it'll likely inspire work for today so i'll upload a video on that as well.
This should be fun!
I know I said I'd get to work yesterday, but I ended up slamming 2 cups of caffeine and playing DOTA 2 all fucking day.
Hypocrisy, thy name is IllTemperedTuna.
So TODAY, today is the day we get up off our ass and become the vengeance of gamedev, yesterday we had noobs to pwn.