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Thread: [Dev Notes] Adventure Classification

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    [Dev Notes] Adventure Classification

    

    Dear Adventurous Settlers,

    Our latest update for The Settlers Online included improvements to the Adventure Classification. You might ask yourself, why the effort? Let's take a deeper look into the benefits of this update.

    Clarification

    The previous system did not support different classification types for a single adventure, even though some adventures could fall into several distinct types, as was the case of the ventures from "The Evil Queen" Campaign. Having a clear set of rules for the existing structure provides a clearer understanding of each classification. A mechanical change or addition to the adventure is reflected in the type, without confusing the theme (fairytale, myth, etc.) and the reward focus (experience, resource) with types of adventure.

    Safer & Faster Development

    The new structure allows us to define the type, theme and connection to the campaign faster and more easily without the confusing addition of the reward focus. It also reduces the chance for bugs as a result of the wrong assumption in regard to the adventure type, since there is a clear set of rules behind it. In addition, it is also helpful for internal communication, streamlining the vocabulary used by team members.

    Valuable Difficulty Scale

    The increase in the old difficulty scale as a result of the Level Cap Raise and the Arabian Nights adventures highlighted the need to expand the existing scale. Thus, the entire content, including connected missions and ventures (Combat) were reclassified in line with their practical execution in-game. The Difficulty level of combat adventures is now more closely related to the value of lost units and has become even more important, as it provides a simple representation of the economical effort required - and counting skulls is not what we would define as a clear visual communication.

    Balancing Foundation

    The difficulty is used as a simple foundation for reward balancing in several cases, including event resources, for example. The re-scale offered us the opportunity to establish a better connection between the economical effort and the acquired rewards. It also gave us time to define modifiers supporting additional goals, such as a reward boost for co-op missions. This foundation will make it easier to improve rewards for existing adventures, as well as to define loot for new ones.

    Most of the aforementioned points provide more benefits on our side, helping us to create, define and communicate content and rules in a faster and more efficient fashion. However, these benefits will result in a better gaming experience for you as well, allowing us to focus on more important aspects of the new content and features, such as balancing and diversity.



    You are invited to leave your feedback in this thread.
    Last edited by BB_Saqui; 15.09.17 at 13:03.

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