[quote]tmp7704 wrote...
[quote]Haexpane wrote...
I am not contradicting myself at all. This is human nature. Players want the challenge, but can not resist going after the most powerful toon.[/quote]
Then they don't actually want challenge. They
say they do and they may even believe this illusion of their own but when that ability to have said challenge is at their fingertips and they reject it for easy game then it's nothing but talk.
Or to put it more blatant, that "human nature" is actually we have no bloody clue what we really want. And when we actually get it, we whine still because the reality comes knocking and it turns out it's not what we truly wanted after all.[/quote]
Without getting to existential, it's not contradictory to powergame while desiring difficult games. A well-executed game will provide a challenge to the player while allowing the player to take advantage of all the tools offered. If an Arcane Warrior can wade through mobs of enemies on Nightmare mode without breaking a sweat, that's a failing of the game's balance. It shouldn't be up to the player to create the challenge by consciously avoiding certain choices, outside of moving the difficultly slider or taking advantage of bugs.
There doesn't have to be an extremely narrow range of builds required to succeed on Nightmare mode, but neither should there be combinations that trivialize entire dungeons. It's one thing to invest time to improve skill and tactics, the developers can't entirely account for the vastly different schedules of casual versus hardcore gamers. Anyone, however, can click a few icons on their character sheet.
The point of the harder difficulties is to accomodate players who want to maximize every advantage.[/quote]
[quote]
[quote]Balance would be, allowing the player to go after the most powerful toon/gear/spells but matching those with enemies of equal or greater power. (greater because of AI restrictions)[/quote]
That's not balance, that's treadmill. Or as the Incredibles put it, "when everyone is super then no one is". And it's also something players loathe -- consider level scaling the way Oblivion did it and how popular that feature was. Yet it does exactly what you suggest here.[/quote]
Scaling enemies with levels is necessary with sandbox games, where ten quests can be done in millions of different orders. There are two alternatives: sheperding players away from the high level quests and towards the level-appropriate ones, which takes away from the exploration, or allowing players to be alternatively bored and curbstomped if they do things in the wrong order.
Scaling with equipment, on the other hand, I agree is a bad idea. It's fine to take the equipment a player is expected to have into account at a given level, but enemies shouldn't get weaker if you're fighting nude.
Modifié par CLime, 18 septembre 2010 - 12:54 .