Originally Posted by
tkoyah
I'm not sure why any XP multiplier is required. Maybe a severe addend or multiplier to the final score for some, and/or separate high-score tables for others.
If changing any of these changes XP, then that's making a further change to difficulty other than what the player expects to change. So when they try to step-up to a higher difficulty they will find the game changes in other ways too. ..can you say why you'd want an XP change @mercy? I might be missing something here, but I just see it unnecessarily complicating things.
On Hard difficulty - one notch above current difficulty? - if players decide to take the risks, should be rewarded for their bravery. It doesn't matter how big the XP multiplier is, it could be *1.01.
Depends on balancing though.
Maybe more applicable for games, where XP is scarce and the player needs to solve every mission to advance and kill every monster. But in ADOM there is spawning so monster numbers don't seem to be that critical.
Hard difficulty shouldn't punish beyond reason, just to make monsters stronger, traps more deadly, swimming more draining etc.. Players must have some reward too if they choose to adventure in more dangerous lands.
Think of my plea like this:
If a mercenary is told the next mission will have extra danger factors and he is less likely to come home in one piece then the mercenary will ask for more compensation.
Players should righteously feel more powerful by selecting to adventure in a more dangerous world, where only hardened veterans remain alive.