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AI difficulty scaling


fredrichnietze

Question

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

 

cons:

lot of developer time

 

 

discuss

 

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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.

 

The difficulty is already scaled with the trainers; this is due to the Levels/Pokemon/Movesets/Number of party members.

It makes perfect sense that Youngster Joey uses the same AI as the Elite Four because his Rattata isn't going to be any real threat to you at all; having played through the storyline of the game multiple times when testing the AI, the game does 'scale' with your progress and the Gym Leaders/Elite Four are clearly far more 'powerful' than your average trainer due to the above.

 

Having a difficulty option in an MMO environment is a very bad idea, as the economy will always rely on the lowest available - thus undermining everything we just put in place.

After observing the behaviour of both new players and old when confronted with the AI, they have been able to adapt and get better - this is what was we wanted, and it would appear to be working.

I think the AI is at a decent difficulty level currently, and 'scaling' is already handled passively.

 

We may eventually go down the route of applying slightly different AI to each trainer class, but giving a difficulty option isn't something we would like to do as far as I am aware.

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