Additionally, changes to how
enemy difficulty scales will be included along with a new PVE end - game challenge called Escalation Protocol.
Not exact matches
The game will
scale the
difficulty of
enemies as well based on the number of players.
As recently as last month, the game's producer, Kensuke Tanabe, warned prospective solo players that
enemy difficulty would be
scaled for four players even in single - player mode.
If unlocking parts of the map through gravity - activated switches or pulling levers is what the game designers really wished to emphasize, then they really should have
scaled back the
difficulty of the
enemies; creating parts of the game which require precision or even standing still while
enemies encircle you, sometimes throwing fireballs, and crossbows fire at you, just isn't that much fun.
I'm playing on the Normal
difficulty with
enemy scaling turned on and it's a pretty easy game.
Aside from starting all the missions and story again, the
difficulty has had a few lumps of coal thrown onto the fire of supreme
difficulty as the
enemies are all
scaled to pretty much the same level as you.
The
difficulty of
enemies will
scale to keep things challenging as players drop in and out.
I can't stand the way Peace Walker
scales difficulty by
scaling enemy statistics.
The «Assassin's Creed: Origins» December update will add Nightmare
difficulty,
enemy scaling, and two quests.
On the other side of the
scale playing local play alone is still somewhat satisfying with the ability to change the
difficulty of
enemy AI to provide a challenge.
While you can play solo with one AI ally, the Steam - based four - player co-op is ridiculously easy to get into, and
enemy difficulty and loot drops
scale on the fly.
Due today, update 1.1.0 introduces a new Nightmare
difficulty mode and adds a new NPC
scaling option that lets
enemies scale up to player's levels.
The
difficulty scales in interesting ways, because sometimes a wave could have tons of the weaker
enemies or a few more difficult
enemies.
According to Polygon, Bethesda is working this time around on revising the way in which
enemy difficulty affects gameplay,
scaling up AI experience in tandem to individual player experience as the game progresses.
On Hard
Difficulty — Fi - Defeat 2,000
enemies, discover all the
scaled statues, and repel Wizzro.
They are also accessible by one to three players, but the missions will be very challenging, as
enemy difficulty will not be
scaled.
If you're able to master the levels, you can move between three
difficulty tiers as well, to add some challenge or
scale back the
enemy power.
I'm not sure if this is deliberate, but the
difficulty of missions seems to be tuned to favor groups, even with
enemies scaling up somewhat to accommodate larger groups.
The only new addition that could be criticised for
scaling back
difficulty is the «Reflex» function that, when Snake is detected, flips into bullet time and offers a short window to neutralise the
enemy before other guards are alerted.
The first four events of this challenge aren't terribly difficult as the
enemies are all at your level and most of them aren't that high on the
difficulty scale.