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DA:2 suggestions for the Devs when it comes to difficulty


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#1
SomeoneStoleMyName

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The standard way to increase difficulty in most game is the unimaginative way of just making all monsters stronger and/or you weaker. Im not saying this is bad but there should be more to it gameplaywise!

 The time has come to change that! (Hopefully)

My own suggestion is the following.

Take a fight where you for example hunt down a renegade mage in a city, and that he possesses something you need.

Normal: He runs into an alley and he fights you.
Hard: He runs into an alley but he also have goons waiting for you that attacks from behind
Nightmare: He runds into an alley and have goons waiting for you that attacks from behind, and at 10% HP he forcefields himself as 2 elite rogues joines the fight.

So basicly the idea is not just to make mobs stronger alone, but also add additional triggers and change fights (Especially boss fights)  to add factors that would increase the difficulty.

Another thing to do would be to increase the amount of abilities mobs has. A mage could have only arcane bolt on easy, arcane bolt and rock armor on normal, then add fireball on hard and mana clash on nightmare.

For rogues. On easy and normal have them only autoattack from stealth on easy normal, then actively try to flank you and use abilities on hard. And have combat stealth and poisons on nightmare.

One of the main issues with difficulty in DA:O was that increasing the health and damage of monsters didnt increase difficulty in reality. You could still cast forcefield on your tank when fighting the high dragon. What if the high dragon has dispel magic on nightmare? 

Hoping for more suggestions here to increase difficulty other than just upping health/damage. I realize my suggestion might be to time consuming. But there definatly is a need for hard and nightmare to actually become just that... hard, and NIGHTMARE!

Achievements for making the game on hard+ should be an achievement that makes people go "WOW!" infact the game should be designed for normal then make hard a really good challenge. You should then create nightmare as if you didnt want us player to be able to make it AT ALL! This way you add good replayability and also satisfy those of us that thinks that its better to be frustrated than bored when it comes to difficulty.

Dont get me wrong i love the story, to RP and the dialogue. But if you want us players to sit back with a feeling of achievement after completing the game on hard and nightmare drastic measures must be taken. It isnt fun if saying "I made the game on nightmare" is replied with "So did my 9 year old brother... with one hand... "

#2
Arttis

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just make nightmare near impossible and your done.

#3
GreenSoda

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Sounds like it would take many zots to realise such a fine tuned, nuanced difficulty system.



Personally, I hope not too much zots get wasted on difficulty. There are much more important things to spend it on.

#4
Psychoray

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Too much work.

#5
SomeoneStoleMyName

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Zots is an abbrevation for? :blink:


Psychoray wrote...

Too much work.


If developers are making an ecounter. How much extra time would it be to just add some spells and an extra creature? For me it sounds like just some clicks and a few minutes extra. Would my idea really be that time consuming?

Im just hoping it wont be the standard "Lets just increase hp and damage of all opponents" but i guess if it was that easy devs would be using other methods allready. Any other ideas are much welcome i just posted mines to get started.

#6
illsaveyou

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Man-Giraffe-Dog has been spotted! It's all over the news! MGD is the greatest threat to mankind ever and I've come

here to warn you! Here's Proof (person who took the picture was brutally killed 5 seconds after taking it)

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Still Super Duper Serial.