difficulty-design · git:20260912.620e743 · 2026-09-12 · sha256 86d8c77cfa215c2e
difficulty-design git:20260912.620e743A
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--- name: difficulty-design description: Design difficulty as space plus resources plus optional numeric tiers. Use for scaling, curves, BotW-style kill-point ranks, Eventide-like loadout wipes, and avoiding world-level-sync. --- # Difficulty Design Difficulty is space + resources first. HP inflation is last. ## Three layers (apply in this order) 1. **Space**: triangle terrain, vision cuts, weather, stamina gates, verticality. 2. **Resources**: weapon durability, arrows, food, inventory slots. Eventide = wipe the pack as a level rule. 3. **Numbers**: kill-point scaling of enemy/weapon *variants*. Do not scale the whole world to player level. ## Curve Use a staircase wave per region: teach (safe, one verb) → test (pressure) → twist (combine verbs) → short rest (stable / shrine / campfire) Main path may be easier than optional content. A Lynel is an elective wall, not a story gate. ## BotW preset (public facts) - Only kills feed the scaler. Cap count per enemy *type* (community: 10). - Shop weapons do not receive drop modifiers. - Some encounters can disable scaling (Eventide, Sword trials). - Variant ladder: red → blue → black → silver. Thresholds are data, not story flags. - Great Plateau locks low tiers. - Master Mode: faster regen / elites survive a cheap hit. Not damage ×3. Do **not** use TES-style "world follows player level" unless the user asks for an RPG. That deletes the map sentence "this region is dangerous." ## Accept Same camp geometry after 0 kills and after 200 kills: variants may change, terrain must not. A traveler sword can clear a red bokoblin; a silver one demands a new tool or chemistry, not a bigger number on the same stick.