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THAB 05/31/18 - Year 2 Reveal Event Details (Destiny)

by Cody Miller @, Music of the Spheres - Never Forgot, Thursday, May 31, 2018, 16:55 (2445 days ago) @ CyberKN
edited by Cody Miller, Thursday, May 31, 2018, 17:07

Renown is lost when players are defeated by enemies, so be careful when you're attempting to loot a Lost Sector with high Renown!

So uh, does that mean they are going to actually make lost sectors hard? :-p

Reading these stats, not as many players are attempting Escalation Protocol with a fireteam of three as our designs intended, mostly because of how difficult waves 6 and 7 are.

Maybe the rather punishing light level requirement has something to do with that too…

It seems to me the best thing to do would be to scale the difficulty with the number of players in the event. They said it themselves: they have the ability to 'switch' the enemy levels to different values. So why not set the difficulty based on the number of current players? Why not spawn extra enemies for additional players? It should be such that more players is always advantageous, but not overwhelmingly so. I remember while playing Diablo 2, if a player joined the game "Diablo's minions grow stronger". It was the same type of system designed so that large groups don't completely steamroll, yet single players aren't hopelessly overpowered by the enemies.


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