Difficulty scaling making waves easier? No, just no

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JoelFig

FNG / Fresh Meat
Apr 25, 2015
571
0
0
I understand where people are coming from with the concept of difficulty representing some sort of reliable, static benchmark, but I think the concept of finding that "sweetspot," as coined by Yoshiro, is to the benefit of everyone.

A) I'm breezing through HoE with my friends, so the conductor decides to ramp up zed spawn rates/movement speed. Zeds get to us faster, providing more excitement without dragging out the wave. Cool.

B) I'm doing terrible with a public game. A double fp spawn wipes half my team, so the conductor decides to slow down zed spawns/movement. Cool, we can hopefully catch our breath, but problems such as ammo and the zeds themselves remain intact.

Your ability as a team has always influenced the difficulty levels. I specifically used friends vs pubs to illustrate this point. Even now, without the conductor, the team you're with determines how challenged you will be. If this new feature works right, then hopefully you will have just as intense of a time with your friends as you do with pubs, instead of "ezpz" with the former and "impossible" with the latter.
 
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Munchiesaurus Rex

FNG / Fresh Meat
Oct 20, 2015
149
2
0
Bulgaria
The game conductor is making sure you will have the most casual experience. No hardcore players no noobs. It doesn't matter if you have 1000 or 1 hour in the game, the game conductor is here to bring you what you can handle.

After all in the end of the day the importaint thing is for you to buy cosmetics, and people who buy cosmetics are people who brag with cosmetics, and there is no bigger hit on the ego than losing in the game you brag in.

Don't worry any more - Game conductor is here to make sure that you and your pink weapon skin will have a good time no matter if you are good or bad at the game.

:p
 

Gladius

FNG / Fresh Meat
Oct 4, 2011
1,456
83
0
That's a pretty decent system except that I instantly thought of the exploit that the first comment mentions lol.

I'm also glad that it seems to just tweak the spawnrate and movement speed. I think those are good values to tweak rather than hp values. Although I did recall in the past that ZEDs with too fast movement speeds were de-syncing badly so I'm curious if HoE is going to be the absolute cap.
Seeing the common lack of understanding and learning game mechanics, I doubt that exploitability will become that much of an issue in public games. And in non public games it doesn't matter anyways, when you play with good people.


And it should be possible to come up with an algorithm, that detects manipulation attempts like suiciding, kiting etc. For now it's an interesting concept. As long as the game doesn't scale down the difficulty below a base line I don't have a problem with that. Then again it#s good to keep the pressure on, when a team is doing too good.
 

Difficulty

FNG / Fresh Meat
Apr 16, 2015
89
4
0
The game conductor is making sure you will have the most casual experience. No hardcore players no noobs. It doesn't matter if you have 1000 or 1 hour in the game, the game conductor is here to bring you what you can handle.

After all in the end of the day the importaint thing is for you to buy cosmetics, and people who buy cosmetics are people who brag with cosmetics, and there is no bigger hit on the ego than losing in the game you brag in.

Don't worry any more - Game conductor is here to make sure that you and your pink weapon skin will have a good time no matter if you are good or bad at the game.

:p
Exactly, lol.

I have to wonder how hard the game will really be if you're doing good. My suspicion and fear is that the highest difficulty possible (when you're doing very good) will be just as it is now, and that the overall difficulty of the game will just be lowered... like a sneak nerf, in order for the casual player to feel more at home. I hope not but it wouldn't surprise me if they're just trying to get away with making the game easier (and yes, I do mean for the future console players).
 
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fwfdfireman

FNG / Fresh Meat
Jun 10, 2009
65
0
0
Joshau, Texas
Personally, I am afraid of the whole thing. Don't know how you would make it work and for the life of me, I can't figure out why it's necessary.

A game's difficulty depends on the "Setting" it's on, player experience and level and technique. All of the aforementioned can be changed with experience and learning or clicking a button.

Hence, I so no need to implement something that, in my opinion, isn't really needed and just might lead to a ton of headaches to deal with.
 

Shadowrunner

FNG / Fresh Meat
Jul 15, 2015
403
0
0
I made a proposition after that WWAUT. In short: make it optional, so we can test it willingly. I think it would solve the problem:
[LINK]
 

Modestyiswimpy

FNG / Fresh Meat
May 10, 2015
120
0
0
Coming from someone that almost exclusively plays HoE, I like the idea of the Director. I don't know about you guys, but fighting the exact same waves over and over doesn't sound better than a dynamically changing flow of difficulty. I like the game to be hard, that's what I like about Killing Floor, but take a moment to consider how this will improve replayability.
 

Jovial

FNG / Fresh Meat
Jul 10, 2012
519
2
0
Sweden
I'm not adverse to the idea of a system for dynamically scaling content. It should only go one way though, and that's up. It's becoming more and more obvious this casual disease is evident in every part of KF2's design, and it's heartbreaking.

Luckily there is still mod support so when the game is finished it'll be possible to mod for a more difficult experience. That's my only hope now.