While you're here, please consider supporting GamingOnLinux on:
Reward Tiers:
Patreon. Plain Donations:
PayPal.
This ensures all of our main content remains totally free for everyone with no article paywalls. We also don't have tons of adverts, there's also no tracking and we respect your privacy. Just good, fresh content. Without your continued support, we simply could not continue!
You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Reward Tiers:


This ensures all of our main content remains totally free for everyone with no article paywalls. We also don't have tons of adverts, there's also no tracking and we respect your privacy. Just good, fresh content. Without your continued support, we simply could not continue!
You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Login / Register
Popular this week
- Ubisoft just broke their games on Linux desktop and Steam Deck
- The new Dead Space is sadly a great big mess on Steam Deck
- AMD GPU driver on Linux and Steam Deck to get big improvement on stuttering problems
- Big new Stable Update for Steam Deck and Desktop Steam
- Steam Deck and Steam Beta fix on-screen keyboard, Gyro improvements, Linux input fix
Contact
Latest Comments
-
Going to live my dream of Fifth Element flying cars in …
- Shmerl -
Building a Retro Linux Gaming Computer - Part 23: Ready…
- Hamish -
Going to live my dream of Fifth Element flying cars in …
- Purple Library Guy -
AMD reveal prices and availability for Ryzen 7000X3D CP…
- pete910 -
Building a Retro Linux Gaming Computer - Part 23: Ready…
- CanadianBlueBeer - See more comments
Latest Forum Posts
- Arkham Asylum (GOG version) on Steam Deck
- Klaas - Random Stuttering acrost multiple games at unpredicatable times. …
- coWolves - New Desktop Screenshot Thread
- dvd - Gaming on Linux wastes far too much GB
- Arcadius-8606 - Website stats update
- denyasis - See more posts
Why do not use it to adjust difficulty level? When person have trouble with some task, like navigating ships or shooting enemies, we could put more focus on that elements in procedural generated world.
What do you think?
I talk about selecting body parts, guns by AI based on player progress/game style. Also, some quests could be generated too, based on these criteria.
While being a nice idea, I think people will soon learn how "manipulate" the AI, for example by voluntarily taking some damage from a certain type of weapons, that is easy to dodge.
Watch some speedruns, even of retro games, you will see a lot of people trying to "trigger" some ennemy behaviour, to be able to manipulate the fight (like, going close to trigger the melee attack, which is easier to dodge / less annoying than another "ranged atack", etc).
Also, be careful, by "reinforcing" what is causing most problems to the player, you may also reach a point where the players will find your game too frustrating / too repetitive (aka always encountering the same ennemies that give them trouble), and simply quit playing it...
View PC info
I'd say if you go AI, make sure the player knows it in the games. Think of the dialog in FPS games that enemies shout out, essentially telling you the AI state. Or in the case of a variable boss, dialog of how the boss improved ( I'm thinking of the scene in the movie The Incredibles where Mr. Incredible finds the "evolution" of the boss robot)
Rimworld also has an "AI" director for the difficulty. Essentially picks what events and challenges are coming. I'd hazard a guess the AI is mostly a weighting system that selects events based on the stats of the colony (I know wealth is a big factor).
View PC info
For more regular players, just creating the bosses diverse enough would be good, so players have to learn something new for each boss. Simple and doesn't need heuristics. Within same boss fight, boss phases can increase the difficulty.
PS: rubber banding is not a new thing, I remember it being infamous in racing games where AI would persistently keep close to the player. Here's the Wikipedia article: https://en.wikipedia.org/wiki/Dynamic_game_difficulty_balancing