View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0007260 | Valley 1 | Suggestion - Multiplayer | Apr 26, 2012 10:49 pm | Apr 27, 2012 8:34 am | |
Reporter | khadgar | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.001 | ||||
Summary | 0007260: Multiplayer scaling idea | ||||
Description | Instead of just buffing the damage and hitpoints of monsters when more players are present, why not give them additional resistances? I remember when monsters had more than 1 elemental resistance, and it was my understanding that this was removed because it wasn't fun to be forced to juggle more than two or three spells just to fight off a slew of different resistances of the various monsters in a single area. However, in multiplayer, the number of unique spells being used likely increases, therefore this would be much less of an issue. I'm not exactly sure how the hp & damage scaling works right now, but I was thinking something along the lines of this example for resistances. A skelebot grunt's resistances: 1 player - -40% resist air 2 players - +20% resist entropy 3 players - +20% resist entropy 4 players - +20% resist entropy 5 players - +20% resist light 6+ players - +40% resist light Or something like that. I think that as long as the extra resistances were not randomly determined for each and every monster, it would be great, because it would still allow you to plan out which spells you wanted to use. Perhaps a cap of 3 total resistances could be imposed, or maybe a 50% "bonus multiplayer resistance" cap, to prevent it from being too much of a burden for stubborn players who refuse to switch off the spells they like most. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||