This post’s a fairly abstract look under the hood of one of the changes I’m making to CQ2 for 1.04.
THE PROBLEM
CQ2 is big. Running through all the acts with all the classes is a 20+ hour job, never mind trying different builds and approaches. Getting all the achievements has taken people 200 hours of play time. Our QA consultant estimated recently it would take at least half that time with each new build to make sure everything’s working. It’s no longer possible for me to comprehensively try out changes to the game simply by playing it – not if I want to make a big change that affects lots of stuff and release an update a few days later.
So when I want to mess around with major systems, I do a lot of spreadsheet simulation.
(Mild spoilers ahead.)
The experience scaling in CQ2 has troubled me for a long time. Every XP level takes twice the experience of the previous. Since you normally gain about one XP level per area and enemies tend to show up in two- to three-area blocks, a tough enemy that gives you half an XP level when you first encounter it might only give you 5% ten minutes later. Now, that’s mostly fine! Unlike many games with experience systems, CQ2 has super-tight progression; you can’t wonder into the wrong area. I can fill every area with level-appropriate enemies and adjust their XP accordingly. Until now, that’s what I’ve been doing.
There are just a few minor problems. The first is that XP bonuses and penalties are almost irrelevant, since even halving your XP or doubling it only shifts your final level by one. The second is that the “charge on XP” skills in the game, like Heal and Enslave, become incredibly volatile due to the wild swings in XP between enemies and whenever you level up. You can out-level the enemies nearby with just a few big kills, and then your XP gain drops to practically zero.
So I’m making it better!