Multitude of Difficulty Levels

by Cold, Tuesday, April 23, 2013, 08:07 (4033 days ago) @ RaichuKFM

The only way I've ever seen this managed even close to "right" was in WoW and similar MMOs where you split the player base into skill based players and time investing players.

The time investing players tend to stick with raids and prepping for raids, while the skill based players tend to spend more of their time in PvP (battlegrounds and arenas). Both get rewards relevant to their in-game needs and both are mostly content.

Right now, I still think the best way for Destiny to tackle this issue it to have a multitude of difficulty levels in single player, with gear quality based on difficulty level; and have an algorithm that amplifies and dampens gear as is necessary (so that the better gear still has a slight advantage, but not game breaking advantage) to keep multiplayer competitive.


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