Let's Have A Conversation About Dynamic Difficulty
So what does everyone think of the dynamic difficulty system? I like the concept but in practice it has some issues. For example, one of the things I think is happening is certain outposts that are brutal are being beat with relatively few deaths because the types of players that play brutal tend to be more experienced and skilled. So the system drops that outpost down to dangerous. But for the average player that plays in dangerous, the outpost is a bit much. I've come across a few of those in dangerous that clearly have no business being there.
The flip side of the coin is that if one player dies a whole lot on say a normal map that should be on normal, that can bump it up to dangerous where it really doesn't belong either. The dangerous difficulty itself is in a really weird spot right now because of all this. Maps that really shouldn't be dangerous due to the trap density and maps that are absurdly easy.
I would say the good news is that normal difficulty itself seems to be pretty sorted out now. I don't spend a lot of time in normal maps but I'll occasionally slum it and see what things are like there. I've also been trying to create more normal difficulty maps so I'm getting a pretty good gauge of where things are at there. Generally speaking if you want your map to stay in normal difficulty range then new players should be able to beat your map with about a 1 kill per raid or less average. I think the dynamic difficulty is doing a good job of weeding out outposts that don't belong in normal.