I know that they are stressing the usage of co-op play in this game to come but I wonder if they are going to make it so that when others join your game the difficulty increases.
If you recall, prior you could make public games (unless you had lots of friends who wanted to solo) and they'd fill up the game and everyone would go solo and get extra exp. The game even told you that the difficulty was increasing and monsters getting stronger. Sounds like DIII will be slightly more difficult to solo.
What are you thoughts?
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Weaseling out of things is important to learn. It's what separates us from the animals... except the weasel.
- Homer Simpson
I think Blizzard will stick to that formula on increase monster difficulty as X amount of players join the game, however I would like to see something a bit different.
In the game Neverwinter Nights, the monster classes and difficulty rose up depending on how many ppl you have in the game and what levels they were. To illustrate what I mean, take for example a dungeon with undead such as zombies and skeletons. If you were the only player and you were low level then it would just be simple lowly zombies and skeletons. Now if some players started to join the game, the dungeon will start spawning monsters festering/plague zombies and skeleton captains/gladiators mixed in with the lowly class monsters that buffed up just a tiny bit. IMO, it makes the experience different every time to keep it interesting but still difficult. Instead of just making the lowly zombie a super zombie and etc. Of course it mean that Blizzard will need to make more models for different monsters so I'm not sure if they're willing to do that at this point.
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If you recall, prior you could make public games (unless you had lots of friends who wanted to solo) and they'd fill up the game and everyone would go solo and get extra exp. The game even told you that the difficulty was increasing and monsters getting stronger. Sounds like DIII will be slightly more difficult to solo.
What are you thoughts?
Weaseling out of things is important to learn. It's what separates us from the animals... except the weasel.
- Homer Simpson
Can't have static mobs with co-op otherwise mobs would be too easy and they're made for solo play.
Otherwise a group of 3 would have more trouble than a group of 5 or if there wasn't a scaled difficulty, groups 3+, 4+ would have an easy time, etc.
Makes sense to have it.
Weaseling out of things is important to learn. It's what separates us from the animals... except the weasel.
- Homer Simpson
In the game Neverwinter Nights, the monster classes and difficulty rose up depending on how many ppl you have in the game and what levels they were. To illustrate what I mean, take for example a dungeon with undead such as zombies and skeletons. If you were the only player and you were low level then it would just be simple lowly zombies and skeletons. Now if some players started to join the game, the dungeon will start spawning monsters festering/plague zombies and skeleton captains/gladiators mixed in with the lowly class monsters that buffed up just a tiny bit. IMO, it makes the experience different every time to keep it interesting but still difficult. Instead of just making the lowly zombie a super zombie and etc. Of course it mean that Blizzard will need to make more models for different monsters so I'm not sure if they're willing to do that at this point.