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Game difficulity
Posted: Thu Jun 20, 2013 12:10 pm
by Goodlike482
When you're creating a new game there are options: ECULID and KETER.There should be one more option like SAFE,ECULID,KETER.I mean SAFE means that you can save everywhere you want(like ECULID now).ECULID saves the game automaticly but you cant save it with F5 manually (it should save like when entering 106's contaiment room it will save the game)and KETER wont saves.What do you think about that?Its just my idea.
Re: Game difficulity
Posted: Thu Jun 20, 2013 4:44 pm
by hug0905
i think i heard about that idea before somewhere, obviously, safe is the same thing as euclid.
Re: Game difficulity
Posted: Thu Jun 20, 2013 5:12 pm
by Léonard
If
this gets implemented in any form then we could make the Safe difficulty still use the hud while the euclide gets it removed.
Re: Game difficulity
Posted: Thu Jun 27, 2013 8:20 am
by TheRooster09
Léonard wrote:If
this gets implemented in any form then we could make the Safe difficulty still use the hud while the euclide gets it removed.
That wouldn't be a good idea. You have to remember most new players will start on the normal difficulty and this will make it a lot more harder on them. Imagine you're a newbie playing the game for the very first time, now imagine if you couldn't see the blink meter. Yeah, you will be stuck in the first area getting killed over and over by

until you give up out of frustration because your character seems to randomly blink ( when it's actually not random at all.) However on Keter, no hud is right at home here

Safe would be more like rare items have a higher chance of spawning close by, hostile AI is less aggressive, and the MTF reactions where they carry off all the threats in the game will be put here and not on the other difficulty settings.

Re: Game difficulity
Posted: Sat Jul 06, 2013 3:08 am
by LukeDude759
At times like this, I wonder why most games don't have customizable difficulty. There are times when I thought normal was too hard, but then easy was too easy. If the hud and saving are disabled on the same difficulty, I won't be very happy. I want to be able to save, but then I might also want a more immersive experience. We should just have a customizable difficulty. For example:
Saving = Manual/Auto
Permadeath = On/Off (On disables Save setting)
AI Difficulty = Easy/Normal/Hard
HUD = On/Off
Amount of Health = High/Medium/Low
Etc.
For auto saving, there could be save points randomly placed around the map. When the player walks past it, the game saves. Also, I think there should be multiple save files in case you save just before you blink.
Re: Game difficulity
Posted: Sat Jul 06, 2013 12:48 pm
by SCP-500
Maybe safe could reduce the spawn rate of certain scps like 173 and 106.
I like the idea of custom difficulty though.
Re: Game difficulity
Posted: Sat Jul 06, 2013 7:05 pm
by Mestiar
I don´t like the idea of autosaving, i could make more difficult, but it could also be annoying, for example if you do something that you don´t wanted to do and the game autosave in that moment. Idk i don´t like the idea at all, maybe it could be something "exclusive" for the custom difficulty.
What i see from the different difficulties would be something like this:
SAFE = Able to save, Stamina/blink bar last longer, 106/173 spawn rate is low, more time for the recall protocol, MTF have low accuracy, 096 takes longer to react to the player if he watch his face, on 914 the master card doesn´t have chance to spawn if you put a key card on very fine.
ECLUID = same thing as it is in the actual game
KETER = No saving, Stamina/blink bar decreased, higher spawn rate of 106/173, less time for the recall protocol, better MTF (more accuracy)...
Talking about that Ecluid is like the intermediate level of the game.
Re: Game difficulity
Posted: Sat Jul 06, 2013 8:09 pm
by LukeDude759
About spawn rate: In my opinion, lower spawn rates add more tension to the game. This could work with 106, who likes to torment its victims before killing them. As for 173, its spawn rate should be slightly lower, but more unpredictable like I heard it was in earlier versions.
Edit: I also kinda like the idea of having the difficulties like this:
Safe
Euclid
Keter
Custom
Re: Game difficulity
Posted: Tue Jul 09, 2013 9:58 pm
by FireFox
Possibly, The lower the Difficulty..
The less space SCP-173 covers per Blink.
SCP-106 moves slower.
MTFs are less accurate.
High Level Keycards are very slightly more common.
Blink Meter decreases at a slighty slower rate.
Chance of escaping Pocket Dimension is somewhat higher.
SCP-049 moves slightly slower.
Only 1 instance of SCP-049-2 appears in his Tunnel.
SCP-106 won't notice you as much when he passes by in the Hall way.
SCP-106 spawning time before he fully activates is slightly longer.
Of course, This is merely a suggsetion. I understand that It would have to be balanced out evenly between each Difficulty. When I say slightly, I mean as in barely noticable. Like If SCP-106's Spawn time was 10 seconds on Euclid, It would be 12 seconds on Safe. [ I dont know what his real Spawn Timer is, This is just an example ].
Re: Game difficulity
Posted: Sun Jul 21, 2013 5:36 am
by LukeDude759
FireFox wrote:
SCP-106 won't notice you as much when he passes by in the Hall way.
He only notices you if you get too close to him. I used to sprint through that hallway, hoping he wouldn't spawn. Now, I just walk because I discovered getting close to him sets him off.