Question
1.Which of the following shows diminishing returns while purchasing a stat increase, given that all stat increases have an equal, linear, and positive effect on
1.Which of the following shows diminishing returns while purchasing a stat increase, given that all stat increases have an equal, linear, and positive effect on the game.
Each point costs 10
First point costs 7, second point costs 6, third costs 5, etc...
Each point costs 75% as much as the previous point.
First point costs 5, second point costs 6, third costs 7, etc...
Any of the above
None of the above
2.From the perspective of DPS, which one of the following is out of balance in relation to each other?
20 points of damage per attack. Attacks occur every 5 seconds.
30 points of damage per attack. Attacks occur every 8 seconds.
120 points of damage per attack. Attacks occur every 30 seconds.
40 points of damage per attack. Attacks occur every 10 seconds
All of the above
None of the above
3.We are converting a single player First Person Shooter from being a single player only, linear progression, into a multiplayer competitive deathmatch. What is likely to be wrong with our current list of weapons?
There will be too little variety among the weapons.
They are not balanced symmetrically, so the player with the best weapon will always win.
They will be too powerful since they were made to take down a boss, not other player characters.
They will be too weak, since the player character usually has many more hit points than NPC's.
Any of the above
None of the above
4.We are converting a single player First Person Shooter from being a single player only, linear progression, into a multiplayer competitive deathmatch. What is likely to be wrong with our current list of weapons?
There will be too little variety among the weapons.
They are not balanced symmetrically, so the player with the best weapon will always win.
They will be too powerful since they were made to take down a boss, not other player characters.
They will be too weak, since the player character usually has many more hit points than NPC's.
Any of the above
None of the above
5.Which of the following is an example of Dynamic Difficulty Adjustment, or DDA?
On the third time the player is defeated by the boss, the boss loses 50% of his hit points in future attempts.
The further in the game, the harder the enemies become regardless of how the player is doing.
The player can pay real money to get a power up to help him defeat a specific enemy.
The layout of the map, and therefore the difficulty of the level, is randomized each time the player starts.
Any of the above
None of the above
6.Which is an example of cross feeding difficulty adjustment?
A player can solve puzzles to get a faster car, or win car races to auto solve puzzles.
The player may choose a more difficult and rewarding path.
The loser of a battle gets less gold and experience for future battles.
The further ahead you are in a kart racer, the worse your power ups become.
Any of the above
None of the above
7.What feature would most likely be part of the macro system design.
Persistent character level
Character inventory
Achievements
story progression
Any of the above
None of the above
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