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"One way to measure the skill level is how many score all players have altogether. Another way is counting the number of deaths in relation to player number.
Also some powerful weapons/ equipment could be taken into account. E.g. more donor weapons in action increase difficulty" seem like a very good place to start.
Interesting idea.... I think it WAS perfect the way it used to be on hard mode, as I enjoy this mod as a challenge so I play on hard mode where usually every wave is an exciting struggle.
Normal mode definitely needs a dynamic difficulty adjuster because it usually turns into a grindfest where the same game will go on for many hours..... but it should always stay somewhere between normal mode and hard mode in terms of difficulty. Brutal's ideas about round time and main gate is good, so is yours about how many players had died vs lived the last round.....
But don't base it off of the number of new OP weapons are in use, because then the vanilla weapon users that are in a melee with the horde will get slaughtered while the firebow heroes will be laughing from the castle wall :'(.........
It''s supposed to be hard, hard mode WAS perfect until these new god weapons came from the great creator lol, and normal could have always used a dynamic boost in difficulty for sure.
Could you remove the points and kills awarded from using the oil pots and moveable spikes?
Then these new players would spend time learning to survive and where things are on the map, and think of all the fights that have broken out over the oil pots and that oil pot glitch.
I remember quite some requests about rewarding kills for using the firepots. Your arguments explain why I did not do that. But there are also arguments for kill rewards, so I think let the spikes be.
I can't do anything about the oil pots. They are done by TB.
Inexperienced playerbehavior is one of the advantages of playing this in a LAN instead of online server. It is not my intention to make this map foolproof.
The random matchup in online games can be fun but has its drawbacks.
I would say it ended quickly when the time to clear it stays below 3 min + (wavenumber * 15 sec). For instance, that sets the threshold for wave 20 to 8 minutes.
Just a wild guess...
Was too easy now too hard.. oh well, balancing can be a pain.
I'll release a hotfix today. Meanwhile there is the config param (check logs) to turn the difficulty increase down/ off.
But defense values are not yet changed for bots. Only players can increase their armor (not hp).
we were 5 guys playing normal, 2 good ones, first 2 waves no problem
Suddenly on the 3rd wave over 90 npcs spawned with crazy hp values, impossible to finish with only a cudgel, hatchet and no 400hp, looking already forward for that hot fix :P
Though I'm not gonna restart the EU server when still 8 ppl are playing.