[quote]Catcher wrote...
Sorry for the long delay in reply.[/quote]
No apologies necessary amigo.
[quote]My older girl had her sixth birthday this weekend and that's kinda important.[/quote]
Absolutely - congratulations.
[quote]I wrapped all these together because I think it gets at the root of the choices and combat issue: should one or even two choices necessarilly lead to failure or sucess in combat?[/quote]
No I don't necessarily think so. However, the two variables in that equation are the games difficulty level and the rank of the enemy you face.
My suggestion would be that the higher the difficulty and the higher the enemy rank, the more your choices would be critical. So Elite Bosses on Nightmare would require almost (but not quite) perfect strategy. Then down size from that point.
[quote]The DA:O model is designed with a negative answer in mind whild the LO model appears (again, I'll defer to greater knowledge) to say yes. There's nothing categorically wrong with either but we are working in one model and trying to switch it to or emmulate the other is likely to lead to a botched up mess. [/quote]
That would certainly be true if we didn't playtest it.
[quote]Combat difficulty issues are far more complex than this and we're more likely to see positive gains working within the system. That said, absolute immunities on the part of a foe to a major slice of combat, like the frontal immunity you mentioned above, are a major pet peeve of mine and something I think DA:O gets right. Making a character or characters useless for the sake of challenge is a hollow response. There's got to be a better way. [/quote]
My example was just for examples sake (although that monster does exist). Again this is where multiple difficulty levels shine.
Peluda Monster (Easy) only takes 75% damage from frontal attacks
Peluda Monster (Normal) only takes 50% damage from frontal attacks
Peluda Monster (Hard) only takes 25% damage from frontal attacks
Peluda Monster (Nightmare) only takes 10% damage from frontal attacks
I agree that absolutes and immunities are not the way to go, but I think something like the above might work.
[quote]Nah. To avoid Spoilers let's just say it was all a Dream and another good example that making mistakes that DON'T kill you can be just as memorable as those that do.[/quote]

[quote]There's something to this, but there's also some questions that beg to be asked. I've certainly noticed distinct differences in how a number of enemies attack and there are special attack forms for several (Sylvans, Shadow Wolves, Desire Demons) enemies that can be everything from irritating to troublesome. Why is this not evident to other posters? [/quote]
Very simple, the choices made by those enemies are not statistially dramatic enough to cause most people to notice the difference.
[quote]I have a feeling it's because these elements aren't really the Party-breakers like say, level draining or Confusion spells were in D&D-based games, but I'm open to further analysis there. [/quote]
I'd agree with that.
[quote]One thing to consider when adding special attack forms, tactics, etc. to any class of enemies is that it's likely going to have to be added at all difficulty levels. I don't have any hard numbers myself, but I would imagine that the number of Players who actually use the Nightmare level to be < 5% of all Players. [/quote]
For DAO maybe, much higher for Awakening though. I have friends who played DAO on easy/normal and played Awakening on Nightmare.
[quote]Even in the heady days of BG2, the Ascention mod which significantly upped the difficulty of BG2: Throne of Bhaal was done by a Bioware employee on his own time. With the audience broader and demanding a wider variety of experiences from an RPG like DA, it will be a hard sell to add something that's seen only on Nightmare.[/quote]
True. See my suggestions above for why that doesn't have to be the case.
[quote]Here's a thought that I think does take a little something from LO-style but is something I've been thinking about independantly before this topic came to light. One problem with making combat difficult for the more "combat inclined" Player is that the resource-availability model has changed in the DA system, but it seems the level design paradigm hasn't yet. Large encounter areas (or dungeons in common parlance) still look to a number of meeting encounters to attrit resources that are quickly replenished with a short wait time, spell, or potion. What I would propose would be to concatenate several of these into larger set-piece battles where custom placement and tactics can be more easily implemented and tactical resource depletion could become a real concern. Smaller encounters would be limited to generating flavor and Lore. This brings the DA encounter types closer to the JRPG-ish model, but for reasons and goals that fit DA. What do you think? [/quote]
I have been suggesting something similar here for the past few months. I refer to it as the Vanguard/Rearguard Reinforcements. Basically the idea was that on Hard and Nightmare difficulties certain encounters would happen simultaneously.
ie. Lets say in a dungeon with 17 encounters, when you get to encounter 5, you also face the enemies from encounter 6 at the same time (or if not the same time, they arrive at the end of the battle with no break for the player). On hard we could group maybe 2 encounters, whereas on nightmare we could group 3.
One other interesting idea someone suggested a few weeks ago (which is actually a PC mod) is that potions themselves have a cooldown of 60 seconds. I think this would make crafting far more relevant and take away the potion spamming in harder combats (nullifying their 'harder' nature).
Modifié par Upper_Krust, 13 avril 2010 - 06:10 .