dislekcia wrote:Bloggorus wrote:But once you set up a database, I can see it paying itself off over time. Procedural generation of content is all the rage these days, and DD is one of the most amazing puzzle 'frameworks' I've ever seen. The DD system is just begging for 'procedurally informed' randomisation.
I ranted about this a while back in my begging for random runs. If the database of run info could be linked to a reward system in game, you have an almost infinite level of replayability right there, for an initial investment and very little upkeep.
The PQI pulls off your completed runs and then lobs something at you that you don't seem to like doing, I don't know if that's obvious or not, but it does pretty much exactly what you said above

It's close, but not quite.
Many different kinds of stats can be combined into an overall 'difficulty meter' for a combinations of class-race-dungeon.
I was talking about a dynamic difficulty reward- super crazy hard stuff nets you thousands, run of the mill stuff gets you fifty gold.
The databse crunches your numbers, and everyone else's, and gives you a reward based on how hard you and everyone else finds that particaulr challenge.
Also allows for leaderboards and score comparisons with the playing community.
Still love the PQI though. I fail almost all the time, but the completionist in me enjoys it.
At the moment the reward is great, but static. Players are challenged, but still may be put off by seemingly impossible challenges that arent worth the prize. It can also be easy money if you get a good combo, so i suppose it evens out in the end.
edit: it would also be a great exploit finder: if a player suddenly starts winning with a combination that should be super hard, you know they've found some crazy unknown strategy,