ok so we all know some players are more difficult to beat then others. what im suggesting is a scaled AI with multiple difficulty levels. why you ask? 2 reasons:
so you could have multiple difficulty lvl's with different pay outs for the PVE Trainer Tower.
and so npc's in the wild can have multiple difficulty lvl's.
it makes no sense that youngster joey has the EXACT same AI intelligence of the Elite four. scaled AI in the TT would allow newer players to gradually learn to fight increasingly difficult opponents. obviously the pay out would be exponentially lower or even no pay out. a similar concept is super smash brothers melee. you have the option to choose the AI's difficulty lvl between 1-9. 1 being easy enough for anyone to beat and 9 being a master. i know the AI is still new and unfinished and this will be a long way off, but thats why im bringing it up now instead of after it's finished.
pros:
less skrubs rage quitting
provides a system for new people to learn at their own pace
Question
fredrichnietze
ok so we all know some players are more difficult to beat then others. what im suggesting is a scaled AI with multiple difficulty levels. why you ask? 2 reasons:
it makes no sense that youngster joey has the EXACT same AI intelligence of the Elite four. scaled AI in the TT would allow newer players to gradually learn to fight increasingly difficult opponents. obviously the pay out would be exponentially lower or even no pay out. a similar concept is super smash brothers melee. you have the option to choose the AI's difficulty lvl between 1-9. 1 being easy enough for anyone to beat and 9 being a master. i know the AI is still new and unfinished and this will be a long way off, but thats why im bringing it up now instead of after it's finished.
pros:
less skrubs rage quitting
provides a system for new people to learn at their own pace
cons:
lot of developer time
discuss
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