Rewards for playing higher difficulties?
#1
Posté 07 mai 2014 - 09:22
srsly, please do.
- Dubozz, Bayonet Hipshot et General TSAR aiment ceci
#2
Posté 10 mai 2014 - 09:51
New Vegas' hardcore mod was more interesting with Sawyer's mod. It's the type of thing I want in a survivalist game, though I agree it wasn't aggressive enough.
#3
Posté 10 mai 2014 - 10:18
just adjust damage taken and dealt. Why change the hitpoints
Note that adjusting hitpoints is equivalent to adjusting damage taken and dealt.
Though in general I agree that content should not be gated by difficulty level.
#4
Posté 10 mai 2014 - 10:35
I would argue that it's not. It only seems so in the limited scope where it actually is.
Depending upon the game design, it may affect all kinds of other design decisions. If you're regarding hitpoints as a scalable attribute, you can't use hitpoints for other gameplay mechanisms.
What other mechanisms are you referring to?
#5
Posté 10 mai 2014 - 10:51
I'm not quite sure I follow.
Something along the lines of "Track how much total damage the PC/Party has done. If it's over a certain value, make the reactions/reputation update accordingly?"
#6
Posté 10 mai 2014 - 09:28
Your example is as good as mine, because the point is that the hitpoints is a pretty fundamental piece of data, that you might want to also use for something different.
My question then is simply "can you not do the same for damage done?" Imagine a check that records the highest damage hit you've ever done (maybe in the context of a tournament).
If we'd be scaling hitpoints, we could also scale the requirements in my example. The reality is that we might use any data for something different.





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