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Difficulty Offset

Posted: Mon Aug 08, 2011 12:01 pm
by John Adams
All,

Right now, our NPCs are using a field spawn_npcs.enc_level (encounter level, or difficulty) which sets a single difficulty level for that spawn_id.

I am noticing NPCs that are >>identical<< in every way<< except this `enc_level` value.


My question for debate is, would it be prudent to implement an enc_level_offset concept, where 1 spawn_id has a random chance of spawning as a difficulty +/- 'x' offset? It can be left at 0 for spawns we know never change difficulty.

Example:
a Ry'Gorr Ambusher: difficulty 3 normally

With an enc_level_offset of 2, that same spawn might pop as a difficulty 2 or 4.

Can you think of reasons to NOT do this? Or any other thoughts on the matter.

Re: Difficulty Offset

Posted: Mon Aug 08, 2011 12:14 pm
by John Adams
Hmm, just thought of one probable scenario why this wouldn't work... in a group of spawns where a few are minor, and one is supposed to be a "boss" ^, ^^, ^^^... having random difficulty offsets would render the encounter un-bossy, or too bossy.

A possible solution would be that in a spawn "group" scenario, to set an offset-override in the spawn group config itself... so a particular member of the group is *always* ^, ^^, or ^^^.

Thoughts?

Re: Difficulty Offset

Posted: Mon Aug 08, 2011 12:36 pm
by Zcoretri
I think what you describe happens in live. I am pretty sure I have seen where the difficulty has changed upon re-spawns.

It is not everywhere, and it only changes slightly, an even con one time, then a ^ another.

And you are correct in your assessment of a Boss encounter with minions, although I seen the minions change difficulty :)

Re: Difficulty Offset

Posted: Mon Aug 08, 2011 12:56 pm
by John Adams
Ok, cool. While waiting for additional feedback, I'll try implementing an enc_level_offset w/override in spawn Group scenarios (2-6 spawns grouped as 1 encounter).

Currently, EQ2Emu *can* support these seemingly differentiating difficulties, by using combined spawns or groups of NPCs. The current problem is the redundant records for NPC spawns, when the one and only bit of data that is different is the enc_level.

I know a spawn takes up very little space, but it's really more about making Content Development that much easier.