Influencing Factors¶
Stress evaluation¶
ESD constantly monitors how well players are doing and how engaged they are in a combat. The system evaluates team stress (median stress level of all players) and modifies enemy spawn to improve players’ experience.
Stress level is increased by:
- Damage taken, incapacitations, getting grabbed.
- Low amount of ammo and other resources in reserve.
- Amount of time a player spent in active combat (while doing damage to enemies).
Stress level reduces over time when it is not increasing.
When team stress is critical (meaning players are outgunned or on the brink of being wiped), the system can end the current encounter faster and spawn fewer enemies, improving the players' chance to survive.
When team stress is low, the system increases pressure: more idle enemies if there is no active wave, more enemies during waves, and a higher chance of a Swarm Wave replacing the common one.
Progress evaluation¶
ESD also monitors whether players are progressing through the scenario or they are stalling. Stalling is detected when players avoid objective-related actions (such as pressing buttons) and do not enter new level areas for a certain amount of time. When players are not progressing for any reason, breathers become longer, and waves become rarer and less numerous. This approach lets players shift focus from combat to objectives and level progression.
Difficulty level¶
Difficulty level has a more direct impact on enemy spawns: on higher difficulties the system allows higher pressure values and increases the chance of encountering a Swarm Wave or a mini-boss, even if the stress levels remain the same.
Amount of players¶
ESD supports the ability to play solo (without bots) if necessary, adjusting the pressure values accordingly.
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