9 years ago
Adaptive Algorithm
Consider generating each successive node based on the state of the players remaining roster. It maintains the challenge - could even make it harder - but ensures, or at least significantly reduces the likelihood, of impossible nodes.
The same could also be applied to drops, giving relief to gear/credit locked players, even better let them pick credits, gear, mats or balance at the start of each run and tailor runs drops by their decision.
Bottom line, you want to promote large rosters, it would allow you to reward that, players demanding better rewards for their high level but don't want to flood lower levels, you can tune it to do that, don't like players autoing through, it fixes that.
What do you think product/dev team?
The same could also be applied to drops, giving relief to gear/credit locked players, even better let them pick credits, gear, mats or balance at the start of each run and tailor runs drops by their decision.
Bottom line, you want to promote large rosters, it would allow you to reward that, players demanding better rewards for their high level but don't want to flood lower levels, you can tune it to do that, don't like players autoing through, it fixes that.
What do you think product/dev team?