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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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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
Combat Difficulty Curve
Encounter Scaling
Dynamic Difficulty Adjustment
none B 0.85 applied
game-design
combat
difficulty
ddа
encounter
2026-05-10 pending
language framework
C#/Python Game-engine-agnostic

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

  1. Soulslike boss phase transition: 매 50%/25% HP → new moveset.
  2. Roguelike floor scaling: 매 depth × player level 함수.
  3. MMO raid enrage timer: 매 hard cutoff DPS check.
  4. 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