Malevolence: The Sword of Ahkranox

Malevolence: The Sword of Ahkranox

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Forlorn Nov 27, 2014 @ 4:43am
Scaling system and a possible fix?
This was posted some time back on another thread. i seen another thread pop up about this so i decided to try and get everyones opinion on this idea.

As far as the scalling system goes perhaps just tweaking it abit.
lets say the starting monsters ( the 7 or so in game now.) are the base monsters or version 1
let them scale with you but at a slower rate. if the player scales at 1 then let the V1 monsters scale at .5 this would have them get stronger but at a slower rate. the second lvl monsters V2 would scale at .65 V3 at .75 V4 at .9
Boss monsters would always scale at .95 ( this is because you need to be able to feel strong or having levels is pointless.


( Originally posted by Ranagax the Grey:
There is a way to make it work using dynamic procedurally randomly generated zones that appear red and yellow on the map. As you move into a yellow area on the map a warning message is displayed on the screen: "Hard Zone" in yellow writing or for red "Very Hard Zone" in red writing.

Just say the "Hard Zone" (yellow on the map) is 3 levels above your character and the Very Hard Zone (the red zones on the map) are 6 levels above. If the character levels up 6 levels in the red zone they are currently in... it dynamically randomly generates the yellow and red zones all around the world map again. If they get 3 levels in yellow it turns normal and red turns yellow. Even if you just leveled in normal zones the hard zone colours would cycle and regenerate around the map accordingly.

There would be normal zones too but just normal map colours.
When the zones generate don't let a very hard area be where the player is located currently, preferably never generate a very hard zone on top of a player or between the player and the closest town.)

this would also work with what i suggest. the V1 is 3 lvls higher there for stronger BUT he only leveld at .5 so while hes stronger than the ones at your lvl he is still weaker than V2 or higher.
this would add abit more challenge to the player but not so much he needs to worry is this imp going to kill me in 3 hits or is it at my level or will it be my dinner??

A boss would be a challenge at same level cause your stats may be near the same. That does not mean you have leveld your equipment to go along with your level.

just a thought on how it could be changed.

( the scalling seems a lil light now that i thnk about it. V1 .75 V2 .8 V3 .9 V4 .95 ( V4 would also have more hps. .95 for stats with a 1.25 hps growth.) Boss monsters would be .99 with a random stat boost above the 1.0 mark. ( the type of monster would determine this )
Last edited by Forlorn; Nov 27, 2014 @ 6:29am
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Showing 1-7 of 7 comments
Blatherbeard Nov 28, 2014 @ 6:48pm 
Alex is very busy at the momnent but he told us on his forums that he would definitely be looking into that. You should join us since you do have some ideas! http://www.malevolencegame.com/forum/threads/question-from-a-steam-user.2605/#post-35042
Jaymo Reev Nov 28, 2014 @ 9:18pm 
I wrote that.. I use to be called Ranagax the Grey. How did you see the name Ranagax the Grey when I have changed it to Jaymo?

This is the thread: http://steamcommunity.com/app/268930/discussions/0/540744935893304399/

I don't understand how you see Ranagax the Grey after I have changed my name.. it's weird.

EDIT: Nevermind I understand how.. the quote you took does not change with my name change.
Last edited by Jaymo Reev; Nov 28, 2014 @ 9:33pm
Forlorn Nov 29, 2014 @ 4:55am 
Placed a reply on for forum link and will look into others when i have extra time.

i need to get back into playin this.
i refuse not to play on permadeath so i get frustrated alot and take downtime.

The post name is a lil missleading now that ive read it a couple times. this idea would not be a fix somuch as a how it may work or could work.
Last edited by Forlorn; Nov 29, 2014 @ 5:13am
Jaymo Reev Nov 30, 2014 @ 4:36pm 
Yeah it was just a bare bones foundation of an idea that could be extrapolated upon, I didn't mean it as a fix or anything, I was just thinking/typing aloud kinda thing.
Forlorn Dec 1, 2014 @ 5:33am 
yea same on my end more of a type as i thought kinda deal. is why i had to edit it for mistakes like 5 times.
to be honest i like your idea and mixed with myn could work well. Alex is the one who will make the call as he know how the game is and the direction he wants to take it. I for one do not believe i will be dissapointed with what ever final setup he choses.
As the man said tho with all the changes coming doing any thing to this right now might be a lil dificult if not unreasonable. (my way of looking at it. below is what he actually wrote.)

Alex Norton.

It's done on a number of things, actually. Partially it is your level and gear, but also your leanings as a player, the difficulty biome you're in (which are invisible to the player for now) and a "luck" factor which is actually a specially coded, intrinsic part of the engine.

Currently it's not at all perfect, but given the features that are still to come in the game, altering it too much now would be a waste of time, since the upcoming features will add too many new elements into the game to make the balancing be able to stay the same - namely the new magic system.

What you can expect to see is once we've got all of the balance-affecting features in place, we'll dedicate a significant amount of team-time to doing up a patch which SOLELY perfects the balance. It'll take a lot of time, a lot of testing and a lot of experimentation, but during that time you'll likely see me asking the community a lot of questions, running a lot of polls on various aspects, etc. You guys are my Malevolence experts, so I'd be crazy not to get you involved!


Alex Norton

( a link to the thread this can be found on is above. )
Midnight Marsala Dec 1, 2014 @ 6:39am 
Sounds like, as you guys have already said... everything will end up fine in the end. And the developers would know you guys are just passionate about the game and are not being whiny.
Sultain Dec 7, 2014 @ 5:04pm 
I like the concept good ideas
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