Difficulty scaling and end of level bosses
Probably some sort of scaling similar to what Diablo 2 did. The more players in the game, the tougher the monsters are. You could ramp up any number of things: unit designation, hit points, AI, etc.
A good motivation to gather more friends for a fight would be the scale of things, especially if it was a non-linear increase. For the general population, a certain battle might be difficult but manageable, but for those chasing the ridiculous, gathering 10+ people (or whatever) might be mythic, utterly insane and nigh-impossible.
Something like that could be used as a gateway to cool items without being grind-based. To continue along those lines, one could imagine other scenarios in which the reward matched the challenge of the feat:
- A solo run through something very difficult
- A speed run through a dungeon/maze in which failure is death
- An endurance challenge in which point X was held for 4 hours (or whatever)
There's a lot that could be done, here. I really don't like grinding, so boss battles or boss levels would be a great way to present (and reward) skill-based challenges, to bring the community together, and to create unique "legends".
Complete thread:
- Difficulty scaling and end of level bosses -
Mr Danger,
2013-04-01, 03:06
- Difficulty scaling and end of level bosses -
Malagate,
2013-04-01, 05:36
- Difficulty scaling and end of level bosses - Mr Danger, 2013-04-01, 07:19
- Difficulty scaling and end of level bosses -
Jillybean,
2013-04-01, 14:56
- Difficulty scaling and end of level bosses -
Malagate,
2013-04-02, 05:13
- Difficulty scaling and end of level bosses - SonofMacPhisto, 2013-04-06, 13:27
- Difficulty scaling and end of level bosses -
Malagate,
2013-04-02, 05:13
- Welcome! - Cold, 2013-04-01, 10:29
- Difficulty scaling and end of level bosses -
Cody Miller,
2013-04-01, 13:21
- Difficulty scaling and end of level bosses - yakaman, 2013-04-02, 10:15
- Difficulty scaling and end of level bosses -
Malagate,
2013-04-01, 05:36