rock-band-3-deluxe
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Dynamic Expert/Hard/Medium/Easy mode
Feature Request: Dynamic Difficulty Levels Based on Crowd Meter Performance
Overview
I propose a new feature for RB3DX that dynamically adjusts difficulty levels based on the player's performance, as indicated by the crowd meter. This feature aims to create more engaging and personalised gameplay experiences.
Players can opt-in for this feature through the deluxe settings.
Mechanics
The crowd meter is segmented into three sections: high, mid, and low.
1. Starting Point:
- Players start each song on Expert difficulty with the crowd meter at the top of the high section.
2. High Section:
- The difficulty level remains at "Expert" as long as the crowd meter stays in the high section.
- If the meter drops to the middle section, the difficulty switches to Hard.
- Difficulty stays at Hard when rising from the middle to the high section.
- Return to Expert mode if the meter stays at the top of the high section for 10 continuous seconds.
3. Middle Section:
- If the meter drops to the middle section, the difficulty switches to Hard.
- Moving from the middle to the high section, the difficulty remains set to Hard.
- If the meter drops to the low section, the difficulty switches to Medium.
- Remains on Medium if the meter rises to the middle section from the low section.
4. Low Section:
- If the meter drops to the low section, the difficulty changes to Medium.
- Remains on Medium if the meter rises to the middle section from the low section.
- Switch to Easy mode if the meter reaches the bottom of the low section.
- If the meter rises from the low section to the middle section, it changes back to Medium.
Multiplayer: Adjust difficulty levels dynamically based on individual player performance. This ensures all players are continually challenged without feeling overwhelmed.
Optional Customization
Grace Periods:
- Implement a 5-second grace period before difficulty changes occur to prevent rapid fluctuations.
- Allow players to adjust the grace period duration (e.g., 3, 5, 7, or 10 seconds) to fit their preferences.
- Introduce a countdown that shows players how close they are to transitioning to a different difficulty.
- Perhaps the level change could delay the transition until the next song section, eg. Next verse section, chorus or solo section etc...
- This can help create smoother transitions and prevent disruptions in gameplay.
Difficulty Cap: Enable an option to cap the highest and lowest difficulty levels, ensuring the difficulty doesn't exceed a player's chosen range (e.g., from Medium to Hard only).
No fail party mode Crowd meter not visible. If an instrument drops to easy and no longer is receiving player input, it will switch to autoplay (on easy), until someone picks the instrument back up and starts playing again.
Additional Strategic Leveling Up Conditions
Medium to Hard Mode:
To progress from Medium to Hard mode, players must meet the previous conditions (reach the high section) plus achieve the maximum score multiplier.
Hard to Expert Mode:
Players must reach the top of the high section, maintain it for 10 seconds, plus achieve the maximum score multiplier, plus have Overdrive activated to level up to Expert mode.
Your consideration of this feature would be greatly appreciated. Thank you all for your time and effort in maintaining and improving RB3DX.