Suggestion Scalable Difficulty

Discussion in 'Creative Corner' started by meurerplay, May 10, 2020.

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Do you think it is a good interaction with the current game system?

  1. Yes,Leave your opinion to improve and so we get a better system for everyone.

    20.0%
  2. No,Leave your opinion to improve and so we get a better system for everyone.

    80.0%
  3. Maybe, but I think it's better (Your idea, Leave your opinion to improve and so we get a better sys

    0 vote(s)
    0.0%
  1. meurerplay

    meurerplay Someday Author

    Well, everyone knows that the new hell are among us,
    But but many layers of levels (counting with Normal) ends up being a lot of pollution for the selection windows and whether you like it or not, it's too many,and also the question of the innumerable layers of ''Fragments of infernal passage''
    So, I thought of a solution to improve this possible problem by reformulating how;

    °NORMAL: ITEM CATEGORY: ''0’’ - (Events \ Regions)
    °DIFFICULT: ITEM CATEGORY: ''1’’ - (Events \ Regions \ Parallel World)
    °PAINFUL: ITEM CATEGORY: ''2’’ to ''3'' - (Events \ Regions \ Parallel World)
    °EXCRUCIATING: ITEM CATEGORY: ''4’’ to ''5’’ - (Events \ Regions \ Parallel World)
    °FATAL: ITEM CATEGORY: ''6’’ to ''7’’ - (Events \ Regions \ Parallel World)
    °NIGHTMARE: ITEM CATEGORY: ''8’’ to ''9'' - (Events \ Regions \ Parallel World)

    And finally, the only way that requires some ''key'', the''passages Infernals'' to access it;
    °INFERNAL: ITEM CATEGORY OF: ''10 ’’ - (Parallel World Only)

    This math made it possible to reduce the number of layers of difficulty, but I still left the ''10 ’’ category of items, always moving up one category with each difficulty. as the number of maps was reduced, to have a certain balance, the penalties that we find in the Infernals could be applied in these new systems starting from the painful in the parallel worlds.
    Leaving only the last level scale (Infernal) requiring the key of '' Infernal passage fragment.
     
    Last edited: May 12, 2020
  2. ΣMiwel

    ΣMiwel Count Count

    Those tiers are cluttering things as well. Squish them. Either both tiers and difficulties squished, or none.
     
  3. vkillerx

    vkillerx Regular

    So you want to skip half of the progression modes(You´ll keep just dif. and pain for that as excru and fatal will be first infernals) and then squish more high modes together

    1st issue - it´s dumb
    2nd issue - loss of easy modes for those who are starting (which will lead only to people leaving once again)
    3rd issue - it´s sort of unfair that some had to collect all of them and some´d just have to collect one type of key item to get high tier equip
    4th issue - it´s never gonna happen bcs it´s too much work for too little income :D
    5th issue - I´d rather rework the entrance window than play with already quite broken mobs and boss scalings
     
  4. meurerplay

    meurerplay Someday Author

    No colleague, that's why it makes the scale '' Difficult'', before being implemented as more difficult, left once to be easier
     
  5. vkillerx

    vkillerx Regular

    I have not understand a single point you wanted to cover by this pffs
     
  6. TwiliShadow

    TwiliShadow Forum Baron

    His whole point is to make it so that the few super end toons can carry everyone strait to Tier 10 gear immediatley upon being able to enter PW maps.

    It's a completely bad idea in its entirety.

    It's good having the 4 types of Inf passes for Inf 4, 5, 6, & 7.
     

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