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	<title>Comments on: Another route to hard modes</title>
	<atom:link href="http://spinksville.wordpress.com/2009/08/03/another-route-to-hard-modes/feed/" rel="self" type="application/rss+xml" />
	<link>http://spinksville.wordpress.com/2009/08/03/another-route-to-hard-modes/</link>
	<description>MMOs and game design</description>
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		<title>By: Dblade</title>
		<link>http://spinksville.wordpress.com/2009/08/03/another-route-to-hard-modes/#comment-2475</link>
		<dc:creator><![CDATA[Dblade]]></dc:creator>
		<pubDate>Fri, 07 Aug 2009 09:06:49 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1919#comment-2475</guid>
		<description><![CDATA[problem is rewards. If you make easy mode, you are going to have to gimp the rewards from it, because players aren&#039;t idiots, they won&#039;t do needlessly hard work for the same reward. So the hardcore need to get awesome gear, and the casual mediocre stuff.

The causals though don&#039;t like it, because easymode  is seen as second class, and no one likes to be second class. In an offline game no one cares if you can only beat guitar hero on medium, but online the peer pressure will make casuals get squawky and want measures so they are seen as players. 

It&#039;s really hard, because both sides are right in this.]]></description>
		<content:encoded><![CDATA[<p>problem is rewards. If you make easy mode, you are going to have to gimp the rewards from it, because players aren&#8217;t idiots, they won&#8217;t do needlessly hard work for the same reward. So the hardcore need to get awesome gear, and the casual mediocre stuff.</p>
<p>The causals though don&#8217;t like it, because easymode  is seen as second class, and no one likes to be second class. In an offline game no one cares if you can only beat guitar hero on medium, but online the peer pressure will make casuals get squawky and want measures so they are seen as players. </p>
<p>It&#8217;s really hard, because both sides are right in this.</p>
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		<title>By: Rurjaos</title>
		<link>http://spinksville.wordpress.com/2009/08/03/another-route-to-hard-modes/#comment-2426</link>
		<dc:creator><![CDATA[Rurjaos]]></dc:creator>
		<pubDate>Tue, 04 Aug 2009 12:38:40 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1919#comment-2426</guid>
		<description><![CDATA[I&#039;d like to see the basic difficulty bound to the average ilvl for WoW. The higher the ilvl, the harder the encounters. Properly implemented, this would prevent player from outgearing content.
Hardmodes then only test skill, not gear.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;d like to see the basic difficulty bound to the average ilvl for WoW. The higher the ilvl, the harder the encounters. Properly implemented, this would prevent player from outgearing content.<br />
Hardmodes then only test skill, not gear.</p>
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		<title>By: Andrew</title>
		<link>http://spinksville.wordpress.com/2009/08/03/another-route-to-hard-modes/#comment-2420</link>
		<dc:creator><![CDATA[Andrew]]></dc:creator>
		<pubDate>Mon, 03 Aug 2009 23:32:10 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1919#comment-2420</guid>
		<description><![CDATA[@Spinks:

People advertise that they&#039;re looking for players to do dungeons of a certain difficulty.  As a bonus, you need to finish Normal to unlock Hard, and then finish hard to unlock elite.  So there are always groups looking for the different tiers.

One thing I did notice is that quest rewards for finishing the dungeons DO NOT vary based on the difficulty you completed them on... you do, however, accrue more favor (faction, kinda) which is much sought after.

To play devil&#039;s advocate, a drawback could be that as the game (re-)matures, players will complete all the lower difficulty settings and only want to run &quot;elite&quot; mode.   (Then again, maybe not - DDO has more alting than I&#039;ve seen in any game on the market.)]]></description>
		<content:encoded><![CDATA[<p>@Spinks:</p>
<p>People advertise that they&#8217;re looking for players to do dungeons of a certain difficulty.  As a bonus, you need to finish Normal to unlock Hard, and then finish hard to unlock elite.  So there are always groups looking for the different tiers.</p>
<p>One thing I did notice is that quest rewards for finishing the dungeons DO NOT vary based on the difficulty you completed them on&#8230; you do, however, accrue more favor (faction, kinda) which is much sought after.</p>
<p>To play devil&#8217;s advocate, a drawback could be that as the game (re-)matures, players will complete all the lower difficulty settings and only want to run &#8220;elite&#8221; mode.   (Then again, maybe not &#8211; DDO has more alting than I&#8217;ve seen in any game on the market.)</p>
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		<title>By: Firespirit</title>
		<link>http://spinksville.wordpress.com/2009/08/03/another-route-to-hard-modes/#comment-2417</link>
		<dc:creator><![CDATA[Firespirit]]></dc:creator>
		<pubDate>Mon, 03 Aug 2009 21:18:03 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1919#comment-2417</guid>
		<description><![CDATA[There are games, such as the original Farcry (I haven&#039;t played the second) that use so called &quot;Rubber Banding&quot; difficulty.  

Boiled down to the basics, it is supposed to adapt the game to your skill set.  If you are killing enemies too easily, it ramps up the HP and AI of the baddies until you are getting slaughtered, then in ramps it back down.  Its a never ending fine tuning process.  Even if you select easy, and you play exceptionally well, you will find yourself being forced into the &quot;Hard&quot; mode of the game.  If you select hard, you may be let back down to easy if you cant hack it.

I don&#039;t think that way lends itself to MMO&#039;s very well.  It works great on the solo level, but the minute you are in a group, how does the AI adjust?  It would have to account for not only the skill set of each player, but the gearset, and class representation.  I think that is too many variables to run smoothly.

I think WoW does some hardmodes just right - let the players (and in somecases, gearset) decide.

FL is a good example - select whatever towers you want to leave up, that dictates the hardmodes.

XT is another good example - if you want to activate the hardmode, you have to prove you have the chops to do it - kill the heart.  You cant kill the heart - you aren&#039;t ready for hardmode.


Crafting, on the other hand, would be interesting.  WoW has an (imo) overly simplistic crafting system, and it could do with some sprucing up.  I proposed a way to spruce up and give some flavor (no pun intended) to the food crafting system on my blog.   Im fleshing out ways to make changes to other crafting systems as well.]]></description>
		<content:encoded><![CDATA[<p>There are games, such as the original Farcry (I haven&#8217;t played the second) that use so called &#8220;Rubber Banding&#8221; difficulty.  </p>
<p>Boiled down to the basics, it is supposed to adapt the game to your skill set.  If you are killing enemies too easily, it ramps up the HP and AI of the baddies until you are getting slaughtered, then in ramps it back down.  Its a never ending fine tuning process.  Even if you select easy, and you play exceptionally well, you will find yourself being forced into the &#8220;Hard&#8221; mode of the game.  If you select hard, you may be let back down to easy if you cant hack it.</p>
<p>I don&#8217;t think that way lends itself to MMO&#8217;s very well.  It works great on the solo level, but the minute you are in a group, how does the AI adjust?  It would have to account for not only the skill set of each player, but the gearset, and class representation.  I think that is too many variables to run smoothly.</p>
<p>I think WoW does some hardmodes just right &#8211; let the players (and in somecases, gearset) decide.</p>
<p>FL is a good example &#8211; select whatever towers you want to leave up, that dictates the hardmodes.</p>
<p>XT is another good example &#8211; if you want to activate the hardmode, you have to prove you have the chops to do it &#8211; kill the heart.  You cant kill the heart &#8211; you aren&#8217;t ready for hardmode.</p>
<p>Crafting, on the other hand, would be interesting.  WoW has an (imo) overly simplistic crafting system, and it could do with some sprucing up.  I proposed a way to spruce up and give some flavor (no pun intended) to the food crafting system on my blog.   Im fleshing out ways to make changes to other crafting systems as well.</p>
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	<item>
		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2009/08/03/another-route-to-hard-modes/#comment-2416</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Mon, 03 Aug 2009 20:24:55 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1919#comment-2416</guid>
		<description><![CDATA[So when you have a group of people, how do they select a difficulty rating? Is there pressure on people to pick the setting with the best loot even if they might have personally been newbies and wanted to learn on easy mode?]]></description>
		<content:encoded><![CDATA[<p>So when you have a group of people, how do they select a difficulty rating? Is there pressure on people to pick the setting with the best loot even if they might have personally been newbies and wanted to learn on easy mode?</p>
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	<item>
		<title>By: Andrew</title>
		<link>http://spinksville.wordpress.com/2009/08/03/another-route-to-hard-modes/#comment-2414</link>
		<dc:creator><![CDATA[Andrew]]></dc:creator>
		<pubDate>Mon, 03 Aug 2009 14:05:42 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1919#comment-2414</guid>
		<description><![CDATA[Game/MMO difficulty is something I&#039;ve been working up to posting on.... it&#039;s a touchy subject, and seems to be something that is especially tough to get right in MMOs.

DDO has a pretty good system: for every dungeon you can choose to play it on one of four difficulty levels:  Solo, Normal, Hard, and Elite.  This lets players experience the story (and earn rewards/experience) and then optionally ramp up the difficulty to whatever level they personally want to challenge.]]></description>
		<content:encoded><![CDATA[<p>Game/MMO difficulty is something I&#8217;ve been working up to posting on&#8230;. it&#8217;s a touchy subject, and seems to be something that is especially tough to get right in MMOs.</p>
<p>DDO has a pretty good system: for every dungeon you can choose to play it on one of four difficulty levels:  Solo, Normal, Hard, and Elite.  This lets players experience the story (and earn rewards/experience) and then optionally ramp up the difficulty to whatever level they personally want to challenge.</p>
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