STEAM GROUP
Fun Workshop Devs FWorksDevs
STEAM GROUP
Fun Workshop Devs FWorksDevs
1
IN-GAME
6
ONLINE
Founded
3 December, 2015
Regarding PVP and CO-OP Maps
Hi Everyone!

Introduction:
I have no doubt that everyone is extremely excited about the recent addition of CO-OP and PVP to the Dying Light Dev Tools, and though this is great news, there also comes a whole new host of challenges.

As some of you may already know, I recently produced a PVP map 'Don't Drown' and while most of it was straight forward, I was presented with a huge new issue: Multiplayer Balance

Multiplayer Balance brings with it a host of new problems that us as Dying Light Map Developers have not tackled before (Unless you guys have some background experience with Multiplayer that I am not aware of).

These Problems Include, but are not limited to:
  • How Many Enemies to Place
  • Making a Quest Challenging Enough
  • PVP: Weapon Placement, Dammage, and Amount
  • PVP: Map Size
  • PVP: Player Spawns and Respawns
  • Making it Fun for Everyone

How Many Enemies to Place:
Previously as a Developer I would place enough enemies for me (as the player) to deal with, without taking more that 25 damage per fight. (I figured this would be a good way to account for challenging both skilled and non-skilled players). But now as I noticed with the recent testing of a CO-OP map that I am working on, when I play the same scenario with a friend or two we come out of it with barely any combat and no damage what-so-ever. Which is not really that fun. However when one ups the enemy count, it works well for co-op but messes with the combat balance I had previously. So the Question I am asking is: How do we balance the amount of enemies we place with the amount of players playing so that in all scenarios (1-4 players) it is Challenging but fun?

Making a Quest Challenging Enough:
*This ties in with "How Many Enemies to Place"
Usually when designing a quest I would build the areas, challenges and enemies in a fashion that was challenging for me, but only just... to account for skilled and non-skilled players. But now when designing a simple hallway quest (go from one end to the other) for example, you would have to account for how many players are playing, as well as design the hallway in a fashion that it would be cluttered enough for one player to see it as immersive, but with enough space and freedom for 4 players to go ape. So the Question I am asking is: How do we make Quests Challenging for 1 player and for 4 players without excluding one or the other?

PVP:
This is a whole other Ballgame, and there is plenty of things to take into consideration here. My experience with PVP is very limited, but what I can tell you is that Map Size makes a huge impact. During initial tests in 'Don't Drown' myself and my 3 buds discovered that the map I thought was small, was actually way too large for PVP. I didn't even think about how long it would take one person to get from one corner of the map to the other, especially considering that I placed the spawns far away to avoid Spawn Killing. We realised that we spent more time looking for eachother than actually playing. So I introduced the little idea of Flooding the map, Thereby reducing the actual playable area to almost 1/9 of its original size.
How do we find the appropriate Balance in PVP?

Making it Fun for Everyone:
I have noticed that there is a sort of divide in the Playerbase when it comes to workshop maps, and this makes sense, because different people like different things. As an example: People who enjoy a good Horror Map will go subscribe to 'Repetition' by Joluk, and people who prefer the more Trippy FarCry Experience will go take a look at 'Delusion' by Lord Calamari. Now I don't know about you guys, but I think Techland really nailed the whole Diversity of Main Quests and Side quests. Which is why so many different types of players like Dying Light as a whole. Now with the Introduction of CO-OP we have to start thinking like Techland. When the players play CO-OP together they all want to be getting maximum enjoyment out of the mission. So how do we create Missions that are for Multiple players?

I'd love for eveyone to get involved in this discussion, I am sure we could learn a lot form one another.
Last edited by Rabid Squirrel; 15 Jan, 2016 @ 12:49pm
< >
Showing 1-8 of 8 comments
Lord Calamari 15 Jan, 2016 @ 1:18pm 
Hmm, I guess one of the things about making the missions challenging would be that you don't really know whether people are going to play by them self, 2 players or up to 4 so you would have to try and balance it out for the whole range
Lord Calamari 15 Jan, 2016 @ 1:26pm 
Idk, maybe at the start of the map, the player says how many people are playing (by pressing buttons) and depending on which button is pressed for 1, 2, 3 or 4 players, enemies are spawned into the map, so if you press the 2 player button, it spawns in a good amount of enemies for 2 players whereas if you press 4 players, it does the same but a good amount for 4 players....
I don't know that's the best I've got at the moment, any ideas anyone?
Lord Calamari 15 Jan, 2016 @ 1:29pm 
In terms of weapon placement, I think what you did with Don't Drown was pretty good, Have weapons around the same sort of level but maybe have the slightly better ones in hard-to-reach places (such as the bow in the antenna tower)
Lord Calamari 15 Jan, 2016 @ 1:31pm 
As for player spawns, the map should be small enough so that you aren't running around trying to find each other, but maybe put spawns in places people wouldn't normally really try to get to... if you understand what I'm trying to say.
Lord Calamari 15 Jan, 2016 @ 1:32pm 
Anyway, these are a couple of my ideas but keep in mind I'm not really a map developer like some of you, Dying Light is the first time I've really done this so I hope my ideas help anyway :D
Rabid Squirrel 15 Jan, 2016 @ 1:38pm 
Of Course they Help LC :) Dying Light is also the first time I have done anything of this sort (Buidling Maps and Crafting Stories etc.), so we are in the same boat. We are here for each others benifit!

The Player difficulty selector is a good Idea! Like an "Easy, Medium, Hard, Insane" for 1-4 players.
Ricky 15 Jan, 2016 @ 3:25pm 
Great post. Nice to see this feature finally added. Since most of my experience is with multiplay maps this should be fun.
cr1m3 16 Jan, 2016 @ 8:38am 
Originally posted by Lord Calamari:
Idk, maybe at the start of the map, the player says how many people are playing (by pressing buttons) and depending on which button is pressed for 1, 2, 3 or 4 players, enemies are spawned into the map, so if you press the 2 player button, it spawns in a good amount of enemies for 2 players whereas if you press 4 players, it does the same but a good amount for 4 players....
I don't know that's the best I've got at the moment, any ideas anyone?

Boxobjectenabler could activate crowd spawners once one player enter the box also this could unhide weapons .

But it would be great to add conditions to this.

You can add cnd in quest phases but they are not made to count players.

The one i know that can count how many times you do something is cnd expression but you have to have ,area phase in addition to another phase and in area phase you have more phase parameters.

But i never tested expression condition in the devtools , only in previous engines , i don ´t know if this still work in chrome engine 6.
< >
Showing 1-8 of 8 comments
Per page: 1530 50