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Hardcore Mod v2.0 *NEW*


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#26
DrUcross

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The Angry One wrote...

I don't object to the idea of a hardcore mod, but removing the use of poultices, potions and kits entirely is a bit much.


I think you'd be amazed at how this change really is not that severe.  

#27
FLdash

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Poultices, potions, and injury kits are crutches. Poultices and potions could make a return with significantly reduced effects, including non-instant healing (slow regeneration) and much, much longer cooldowns.

#28
SyntheticC

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DrUcross wrote...

Key tactics in use are:
- drawing enemies to you
- focus fire
- pulling away allies who are being focused
- low life allies should be at range using the bow
- powerful enemies tend to have larger increase of helath instead of damage, so kill them last
- disables should be used consistantly and immediately throughout the battle to prevent damage


See, this is what I don't understand. Isn't this the exact tactics that 'broke' nightmare difficulty in the first place? You should know anyone that can do Nightmare and not complain have already been using these tactics.

If your hardcore mod is boasting improved AI then it shouldn't be possible to just shoot one arrow into an enemy and have him come charging to his death. The radius in which enemies attack should be increased to the point that when your party pulls out their weapons or can actually target the enemy.. they should come for you. There's already inherent draw distance built into the game/engine already that makes it so you can't even see some enemies.. so there's really no fear in pulling 'excess' mobs besides what you can see.

I don't think Darkspawn are just going to sit around and have a chat like they do in the main game. Let's take the bandits in Lothering for example.. they're just hanging out in a field and you can very much pull one at a time.. but that doesn't make sense because they can see you too.

I really didn't want a game where it was always 1 on 4 and I generally pulled as much as I could while playing this game so that I could actually have a challenge. The game's scope is in the right place but the way you can exploit LOS and single pulls is not.

#29
adembroski11

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The thing that makes the game "easy" the the terrible CPU AI. The very fact that you can lure and peel creatures out of a group is terrible.

#30
DrUcross

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Yea, we are working on the AI. It's a much more challenging fix though.

#31
Vadavim

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You know, instead of outright disabling healing poultices and the like... it might be interesting if they shared a common timer. I'm unsure if there's a feesible way of doing this, but it would put a damper on spamming all of the poultices.

#32
DecalGuy

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Vadavim wrote...

You know, instead of outright disabling healing poultices and the like... it might be interesting if they shared a common timer. I'm unsure if there's a feesible way of doing this, but it would put a damper on spamming all of the poultices.



This is what I was thinking, maybe a 2 minute cooldown while in combat. When ou leave combat it resets.

#33
allothernamesweretaken

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Mordern wrote...

Making healing effects weaker won't make using mages worse, it'll just mean you need to bring even more of them to compensate. Healing's an integral part of the game.

My suggestion would be making the standard 'healing' spells and whatnot only usable via the Spirit Healer specialization, or by activating a mode that decreases damage from spells by 'x' percent. That way a mage can still heal, but they have to sacrifice damage or CC potential in order to do so. Make it a tradeoff so that being a healer actually means being a healer and not a healer/damager/ccer.


FLdash wrote...

Poultices, potions, and injury kits are
crutches. Poultices and potions could make a return with significantly
reduced effects, including non-instant healing (slow regeneration) and
much, much longer cooldowns.


These two sound infinitely better than the current methods in this mod.

#34
Aryma

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I like the sound of this mod but looking over the features it seems that as a whole its a bit overdone. I will agree with a previous posts that the potions and kits should remain in the game but at a lower effectiveness.

#35
SyntheticC

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DrUcross wrote...

Yea, we are working on the AI. It's a much more challenging fix though.


Well, I appreciate you taking the time to look into it. I think if the AI visibility/radius can be tweaked that can wholeheartedly have a huge difference in how the Core game plays before any other tweaks.

#36
DrUcross

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The AI tweaking is going well. We're analysing the scripts though haven't found out how to actually implement any changes right now.



As for the mod. We are revamping it a lot right now possibly including some potions (if we get it working) and totally rebalancing the mage as even with the v1.1 changes the mage was overpowered.



STAY TUNED! =P

#37
CerebusAlteri

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at lest if the AI gets fixed to shoot pack, pack comes to kill j00. that would go a ton more to improving gameplay and challenge, rather than the cheese of use bow, shoot mob, one mob comes.



then if we could get rid of the "one hit wonder" mobs that the game subs in whenever you get to some "epic battle." that would be a huge plus also, and ramp up the difficulty end game a ton. the whole denerim battle is a tad meh due to the fact you can one or two shot 80% of the mobs there and do it in total safety.

#38
Vadavim

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Modifié par Vadavim, 13 novembre 2009 - 10:53 .


#39
Vadavim

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Modifié par Vadavim, 13 novembre 2009 - 10:54 .


#40
Vadavim

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Modifié par Vadavim, 13 novembre 2009 - 10:56 .


#41
Caducity

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I hope you can fix the AI Single pull thing, I'm very happy that you're trying something to make the game more challenging! I vote for the idea of a 2 minute cooldown on potions, especially if you can get groups to all pull once you attack one of them. This way you at least can have a use for them instead of taking up space until you can sell them at town.



Good job and keep it up!

#42
Vadavim

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If you focus a lot on changing some of the core mechanics of things like class balance, you might want to have the mod broken up into pieces that a person could choose to turn on and off. It might not be as ideal as an all-in-one package, but consider the fact that you're setting a precedence for difficulty mods. Everyone has a different view on what makes something hard. You have a better chance of giving a person what they want in terms of difficulty if you give them more options to define it.  Increasing modularity also means that people could mix and match the mods with other ones.

Granted, if you're just making a mod that fits your ideal level of difficulty, and then sharing it with the community, then I totally understand. I'm not saying you should change anything in your mod.

#43
Pellegrin

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Not playing with health poultices completely removed...I'll just have to resort to more cheese tactics.



All they need is a longer cooldown.

#44
Blue_dodo

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Mordern wrote...

Making healing effects weaker won't make using mages worse, it'll just mean you need to bring even more of them to compensate. Healing's an integral part of the game.

My suggestion would be making the standard 'healing' spells and whatnot only usable via the Spirit Healer specialization, or by activating a mode that decreases damage from spells by 'x' percent. That way a mage can still heal, but they have to sacrifice damage or CC potential in order to do so. Make it a tradeoff so that being a healer actually means being a healer and not a healer/damager/ccer.


it makes it worse because not only are you unable to use potions.poultices etc, but  the healing effects are reduced by 50%, that just makes it seem more frustrating then anything else.

also why nerf specializations  slots? they add some tactics to the game perhap make the talents work a little diffrently ?

#45
FLdash

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I think I may have found some values that effect the distance at which AI attacks.. I'll be testing them out tonight and let you know...

#46
Vadavim

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I apologize for the bazillion duplicate posts that occured... something bugged out big time and it did not give me feedback on the post whenever I hit reply. I had assumed it was because of the slow connection, but in truth it was posting it each time it clicked. I'm trying to get rid of the posts now... is there some way to delete them?

Modifié par Vadavim, 13 novembre 2009 - 10:58 .


#47
DrUcross

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v1.2 is now released.

#48
onitakekun

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“Lyrium, health poutices, and injury kits are not useable”
Why?
I have always disliked potions in games. If I went into a battle with 100 potions that healed for 50hp each it is almost the same as going into the battle with 5000 more health. I have fought battles in DA:O where I could just sit there and solo a hard boss by constantly guzzling potions.


have you played dark eye: drakensang? while it does have potions with instant effects, they aren't as easy to come by as regular healing items like bandages and teas against poisoning. these require a certain amount of time to use, leaving your character very vulnerable. also, their use might fail if your stats are too low.
i didn't like this at first, but it makes fights much more fun.

#49
Traced-Velocity

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I'm surprised something like this has been released so quickly. I recently completed DA:O, thinking the last 1/4 of the game became way too easy, despite playing on Hard. Seems this fixes most of the reasons why I found the game so easy, though the complete removal of potions seems to be a little jarring. Nevertheless, maybe this is the balance I'm looking for- Definitely going to give it a shot tonight.

#50
BackwardCompatibility

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The ABI_base can't be modified, I believe, or it becomes back to what it was. Anyways, the mod doesn't entirely work for me. Is it normal? What can I do?

Modifié par BackwardCompatibility, 15 novembre 2009 - 04:38 .