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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-combat-timeline-difficulty-scali | Combat Timeline Difficulty Scaling | 10_Wiki/Topics | verified | self |
|
none | B | 0.85 | applied |
|
2026-05-10 | pending |
|
Combat Timeline Difficulty Scaling
매 한 줄
"매 combat encounter 의 매력 = 매 player skill 곡선과 challenge 곡선의 일치 (flow channel).". 매 timeline-based scaling 은 encounter 의 시작/중반/끝 phase 별로 enemy 능력을 progress 시키며, 매 player metric (DPS, HP%, time-to-kill) 을 feedback 으로 받아 dynamic 하게 조정. 매 2026 modern AAA (Elden Ring DLC, Helldivers 2) 가 telemetry-driven scaling 채택.
매 핵심
매 scaling axis
- Static curve: 매 fixed level → enemy stat lookup table.
- Dynamic (DDA): 매 runtime player perf 로 parameter 조정.
- Timeline phase: 매 encounter 내부 phase 분할 (intro → escalation → climax).
- Hybrid: 매 baseline curve + DDA correction.
매 measurable metric
- TTK (time to kill enemy).
- TTD (time to death — player).
- Damage taken / second.
- Resource economy (potions/ammo per minute).
- Player retry count.
매 응용
- Soulslike boss phase transition: 매 50%/25% HP → new moveset.
- Roguelike floor scaling: 매 depth × player level 함수.
- MMO raid enrage timer: 매 hard cutoff DPS check.
- Casual mode auto-easing: 매 3회 사망 → enemy HP -10%.
💻 패턴
Phase-based encounter timeline
public class BossEncounter : MonoBehaviour {
enum Phase { Intro, Build, Climax, Enrage }
Phase phase = Phase.Intro;
float t;
void Update() {
t += Time.deltaTime;
var hpFrac = boss.HP / boss.MaxHP;
var newPhase = phase;
if (hpFrac < 0.25f) newPhase = Phase.Climax;
else if (hpFrac < 0.60f) newPhase = Phase.Build;
else if (t > 180f) newPhase = Phase.Enrage;
if (newPhase != phase) { OnPhaseEnter(newPhase); phase = newPhase; }
ApplyPhaseModifiers(phase);
}
}
Stat curve table
# enemies/orc_warrior.yaml
levels:
1: { hp: 100, dmg: 10, speed: 3.0 }
10: { hp: 250, dmg: 22, speed: 3.5 }
20: { hp: 600, dmg: 50, speed: 4.0 }
50: { hp: 5000, dmg: 220, speed: 5.0 }
# interpolate between keypoints
EnemyStats Lerp(EnemyStats a, EnemyStats b, float t) =>
new EnemyStats {
HP = Mathf.Lerp(a.HP, b.HP, t),
Damage = Mathf.Lerp(a.Damage, b.Damage, t),
Speed = Mathf.Lerp(a.Speed, b.Speed, t),
};
DDA — sliding window perf
class DDAController:
def __init__(self, target_ttd=45.0, window=5):
self.target = target_ttd
self.history = collections.deque(maxlen=window)
self.scale = 1.0
def record_death(self, ttd_seconds):
self.history.append(ttd_seconds)
if len(self.history) < 3: return
avg = sum(self.history) / len(self.history)
# too easy → ramp up; too hard → ease
delta = (avg - self.target) / self.target # +0.2 = 20% too easy
self.scale = clamp(self.scale + delta * 0.05, 0.7, 1.5)
def apply(self, enemy):
enemy.hp *= self.scale
enemy.dmg *= math.sqrt(self.scale) # damage scales softer
Enrage timer
void Update() {
enrageT += Time.deltaTime;
if (enrageT > enrageStart) {
var f = Mathf.Clamp01((enrageT - enrageStart) / 30f);
boss.DamageMultiplier = 1f + f * 4f; // 5x dmg over 30s
}
}
Skill-bracket matchmaking adjust
def select_encounter(player_mmr: int, depth: int):
target_difficulty = base_curve(depth) * mmr_multiplier(player_mmr)
candidates = [e for e in pool if abs(e.difficulty - target_difficulty) < 0.15]
return random.choice(candidates) if candidates else fallback(pool, target_difficulty)
Telemetry-driven re-tuning (offline)
-- find under-tuned bosses (too easy)
SELECT boss_id,
AVG(time_to_kill) AS avg_ttk,
AVG(player_deaths) AS avg_deaths,
COUNT(*) AS attempts
FROM encounter_log
WHERE patch_version = '2.4.0'
GROUP BY boss_id
HAVING avg_ttk < 30 AND avg_deaths < 0.3
ORDER BY attempts DESC;
Adaptive damage curve
// damage taken curves softer the lower player HP — "comeback mechanic"
float TakenMultiplier(float hpFrac) =>
Mathf.Lerp(1.2f, 0.7f, 1f - hpFrac); // low HP = less dmg taken
매 결정 기준
| 상황 | Scaling |
|---|---|
| Linear narrative game | static curve |
| Roguelike / replayable | static + run-level scale |
| Live-service skill gap | DDA + bracket matchmaking |
| Boss fight 10+ min | phase-based + enrage |
| Accessibility mode | one-way DDA (only ease) |
기본값: phase-based timeline + soft DDA (max ±20%) + telemetry retune per patch.
🔗 Graph
🤖 LLM 활용
언제: encounter design, difficulty curve tuning, DDA controller 설계. 언제 X: pure narrative pacing (story beats 영역).
❌ 안티패턴
- HP-sponge scaling: 매 단순 HP × 10 → boring, not harder.
- Hidden DDA without disclosure: 매 player 가 눈치채면 frustration.
- No floor on DDA: 매 player 일부러 죽으며 game 망가뜨림.
- One curve for all enemies: 매 archetype 별 differentiation 부재.
- Untested enrage timer: 매 DPS check 가 unfair RNG 가 되면 community 폭발.
🧪 검증 / 중복
- Verified (GDC talks "Resident Evil 4 DDA" 2005, "Helldivers 2 mission director" 2024).
- 신뢰도 B.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — phase timeline, DDA controller, telemetry retuning |