I’m also incredibly unhappy with the new difficulty system, to the point where it will be a deal-breaker for me if it’s not overhauled. It just doesn’t scale well to higher difficulties at all, and the problem is only going to get worse as more content is developed and stat caps rise. For clarity, here’s how it works (from the reference link). Let’s say you have a Watchful challenge. That challenge has a difficulty number - say 20. Under the old system, that meant someone with Watchful 20 would have a 50-50 chance of passing or failing. Each extra point over 20 raises your chance of passing by 10%, to a maximum of 100% at 25. Each point under 20 lowers your chance of failing by 10%, to a minimum of 10% at 16.
Under the new system, there are three differences. The first one is that the base chance of success - with Watchful exactly equal to the difficulty of the test - is 60% rather than 50%. The second one is the important one - that instead of each additional point of Watchful raising your success chance by 10%, it raises your success chance by (60/[difficulty])% - here 3% (assuming a difficulty scaler of 60% which is default). The same goes for Watchful scores less than 20 - each point under 20 reduces your success chance by 3%. The third one is much less important - the minimum success chance is now 1% rather than 10%.
So at Watchful 20, the new system is still somewhat similar to the old one. Let’s see what happens with a Watchful test at difficulty 100 - that is, a test where Watchful 100 gives you a 60% chance of passing. Here gaining a point of Watchful makes you only (60/100) = 0.6% more likely to succeed. So to reach a 100% success chance, you need Watchful 167. And someone with Watchful 60 would still have a 36% success chance. Since success chance is displayed only to the nearest 1%, gaining one point of Watchful - something that generally takes 20-50 actions - may have no visible effect on your chances at all. In summary, the problems with the new system are as follows:
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At high levels, gaining stat points becomes almost meaningless. Under the old system, after gaining a point in a stat was always a big deal - it meant that the storylets you were doing became significantly easier. Under the new system, there may literally be no visible difference. It takes a lot of the sense of progress when tests don’t become noticeably easier as you level up.
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As a corollary, stat-boosting items become almost worthless. Paying 450 echoes for a Bengal Tigress makes a certain amount of sense when +4 Dangerous translates to a 40% higher chance of success. It makes no sense at all when +4 Dangerous translates to a 1.8% higher chance of success (at difficulty 130).
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Many, many storylets and opportunity cards currently vanish when the relevant stat gets too high (more than 10 points over the unlock threshold seems to be the norm for storylets, about 20 points for cards). When having 10 points more in the stat made the storylet trivial, that made sense. Now it means that (at difficulty 50) it’s impossible to ever get the storylet above a 74% success chance.
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Narratively, the game to this point has been built around the idea that a Watchful 130 character can run rings around a Watchful 70 character intellectually. High level characters get to do awesome things that low level characters wouldn’t be capable of. A Watchful 130 character has a 60% chance of passing a test with difficulty 130. A Watchful 70 character has a 32% chance. This is not a large difference, and it completely breaks the idea that a Watchful 130 character is significantly brighter than a Watchful 70 one.
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As stat caps get higher, test difficulties will get higher and so stats will have even less impact.
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As other people have pointed out, an inability to be certain of success means far more menaces and far more gear-swapping, both of which are annoying to deal with.
I understand the idea that lower-level content shouldn’t be completely trivial for higher-level players, and high-level content shouldn’t be completely impossible for lower-level players, and I’m not against it, but this specific implementation is badly broken and tuning it won’t help. No matter what you set the difficulty scaling to, as long as you’re using the broad system as you’ve defined it, stats are either going to matter far too much at low levels or far too little at high levels. Fortunately, there are better ways of doing it. I am a mathematician (or at least a PhD student) IRL and will be happy to look at the problem in more detail if you like, but as a first attempt, why not use a bell curve? When someone takes a test, generate a normally distributed random variable X with mean whatever the test difficulty is and standard deviation 10, and say a player passes it if their quality is greater than or equal to X. This would give success chances looking like the following at difficulty 100:
Watchful 70 -> 0.13% chance
Watchful 80 -> 2.28% chance
Watchful 90 -> 15.9% chance
Watchful 95 -> 30.9% chance
Watchful 99 -> 46.0% chance
Watchful 100 -> 50% chance
Watchful 101 -> 54.0% chance
Watchful 105 -> 69.1% chance
Watchful 110 -> 84.1% chance
Watchful 120 -> 97.8% chance
Watchful 130 -> 99.87% chance
And likewise at difficulty 50:
Watchful 20 → 0.13% chance
…
Watchful 49 → 46.0% chance
Watchful 50 → 50% chance
Watchful 51 → 54.0% chance
…
Watchful 80 → 99.87% chance
As you can see, the result is that individual stat points matter far more if you’re close to the difficulty level than if you’re a long way away from it, and stats don’t become less important as the game progresses. You can lower the standard deviation to make stat changes close to the difficulty level matter more and raise it to make them matter less - for example, with standard deviation 15 rather than 10, success chances at difficulty 100 become:
Watchful 55 -> 0.13% chance
Watchful 70 -> 2.28% chance
Watchful 85 -> 15.9% chance
Watchful 90 -> 25.3% chance
Watchful 95 -> 37.9% chance
Watchful 99 -> 47.3% chance
Watchful 100 -> 50% chance
Watchful 101 -> 52.7% chance
Watchful 105 -> 63.1% chance
Watchful 110 -> 74.8% chance
Watchful 115 -> 84.1% chance
Watchful 130 -> 97.8% chance
Watchful 145 -> 99.9% chance
This approach would mean that low level players do have a chance at higher-level content, and failure would be a possibility for higher level players, but individual stat points gained or lost would still give a meaningful boost to success chances in high difficulty tests and a player with higher stats is dramatically better - not just slightly better - than someone with lower stats. It would also mitigate the need for gear swapping, since the further someone is over the difficulty level the less individual stat points matter. You’d still need to make low-level storylets stay visible for longer and make either reducing menaces or getting second chances easier, but it would be a dramatic improvement.
If you don’t have much mathematical background, this approach might sound complicated, but it’s actually very easy (read: a few lines of code) to do using standard library functions. All you need is the ability to generate random numbers, which you already do, and the ability to calculate erf, which almost any language has as standard in its libraries. (And if it doesn’t it’s not that hard to write your own.) I’ll be very happy to give more details if you’d like. I’d also be happy to work up something different if you feel this approach leaves something to be desired - personally I’d rather have stats matter even more when close to the test difficulty without quite such a sharp drop-off as you get further away. I enjoy the game a great deal, I just really do feel this difficulty scaling is disastrous as it stands.
God I hope someone reads this. :)