Actually we could make dinamic difficulty by scaling more characteristics. Eg if player enters the EASY map - he could have max. 200 hitpoints/150 protection/5 absorption etc... Then we will make all maps challanging and interesting for all players, no matter - do you wear crystal or adamant - it will be always intersting to play at any map difficulty! :D
inspided by limiting players PvP damage based on difficutly https://github.com/igroglaz/srvmgr/issues/80
Actually we could make dinamic difficulty by scaling more characteristics. Eg if player enters the EASY map - he could have max. 200 hitpoints/150 protection/5 absorption etc... Then we will make all maps challanging and interesting for all players, no matter - do you wear crystal or adamant - it will be always intersting to play at any map difficulty! :D