one of the first thing you learn in a programming course is not to make things static (for example, using "magic numbers" instead of variables or using a "for x from 1 to 10" instead of having 10 different lines counting 1 to 10). I'm not in the beta, but if they truly made stuff like that then they need to go back class.
it's so easy to have, for example, the damage and hp of mobs getting multiplied by the number of players currently in the quest, hence, providing low damage and hp to solo runners and a challenge to groups (in between boundaries, I mean, for example, minimum the hp equivalent for 3 players and max for 10, so not to make it too hard for bigger groups nor too easy for soloing).
But I guess you go to university to forget anything, and then push on with some dumb one-sided notion that you think is an universal truth.
Re: The nail in the head of Warhammer
one of the first thing you learn in a programming course is not to make things static (for example, using "magic numbers" instead of variables or using a "for x from 1 to 10" instead of having 10 different lines counting 1 to 10). I'm not in the beta, but if they truly made stuff like that then they need to go back class.
it's so easy to have, for example, the damage and hp of mobs getting multiplied by the number of players currently in the quest, hence, providing low damage and hp to solo runners and a challenge to groups (in between boundaries, I mean, for example, minimum the hp equivalent for 3 players and max for 10, so not to make it too hard for bigger groups nor too easy for soloing).
But I guess you go to university to forget anything, and then push on with some dumb one-sided notion that you think is an universal truth.