deuce985 wrote...
I noticed in the new PC gameplay FF wasn't there. Is it removed? I really hope not...that is a pretty huge tactical part of the gameplay.
Really? I swore Hawke was getting burned bad in teh end with his sis's fireball.
deuce985 wrote...
I noticed in the new PC gameplay FF wasn't there. Is it removed? I really hope not...that is a pretty huge tactical part of the gameplay.
Akka le Vil wrote...
Why can't it simply be a toggle ?
Modifié par Amioran, 17 décembre 2010 - 11:09 .
For advanced users? A toggle for friendly fire?David Gaider wrote...
Yeah, I don't think "YOU ARE SUCH A NOOB LOL" is really a response that's going to work.
Toggles need to work for everyone, and we need to balance accordingly. An option that's more for advanced users is the kind of thing you'd stick in as an .ini file setting, I'd suspect. Feel free to ask for something different, but I think there's more affected by such a change than you'd think.
The Lyons wrote...
The "toggles need to work for everyone" is a vey polite way of saying that you expect much of your fanbase to be full of idiots. Reminds me of the Mac commercials with people saying "I couldn't turn on my PC?!" I cant imagine it being anything other than insulting.
Modifié par Amioran, 17 décembre 2010 - 11:13 .
You clearly have no clue of what you are talking about.Amioran wrote...
Akka le Vil wrote...
Why can't it simply be a toggle ?
Easy in theory, difficult in practice. An rpg is not an FPS, parameters changes on the root alters dramatically balance of gameplay, simply because difficulty is not tied *only* to player skill (in fact the less those parameters are tied to player skill the more they increase/decrease exponentially). Now, for example, a normal difficulty balanced without FF with it turned ON will become probably harder than a Nightmare difficulty without FF, and so on.
It has never be done for RPGs and it will never be done simply because people will complain to no end that their normal difficulty with FF on (supposing is disabled by default) become too difficult to beat. Things on a certain range are plausible, when they go outside that then people become angry, and it would also be reasonable. FF has always been at max tied with difficulty for an rpg, in this way gameplay balance is preserved. A toggle will destroy everything.
So, in little words: impossible to balance properly.
TucoBenedicto wrote...
You clearly have no clue of what you are talking about.
Beside the fact that it has be done many times... That's exactly the point: maybe I don't want my enemies to be twice as long to beat down but still I want play with friendly fire on and take care of my strategy in a proper way, without just nuking everything AOE.
Modifié par Amioran, 17 décembre 2010 - 11:24 .
Doesn't that defeat the whole point of a toggle?David Gaider wrote...
Toggles need to work for everyone
The Lyons wrote...
Amioran: no, just no. Thanks for the condescension, though.
I think he means both states need to work.Sylvius the Mad wrote...
Doesn't that defeat the whole point of a toggle?David Gaider wrote...
Toggles need to work for everyone
Sylvius the Mad wrote...
Doesn't that defeat the whole point of a toggle?
You install a toggle when one option doesn't work for everyone. Requiring that any feature work for everyone simply requires that some players simply not play your game.
Sure it could, but that's only relevant to the player if the overall difficulty level is relevant to the player.In Exile wrote...
What David is saying is that a toggle cannot dramatically alter the gameplay experience in an unpredictable way. An unbalanced FF toggle could make hard with FF easier than normal with FF.
Sylvius the Mad wrote...
Sure it could, but that's only relevant to the player if the overall difficulty level is relevant to the player.
Modifié par Amioran, 17 décembre 2010 - 11:35 .
Hence the need to allow the player to customise his own gameplay experience.Amioran wrote...
It will always be, for everybody, since you cannot define the specific in a common aspect as a toggle. As I said you can tolerate a variation on a range (also changing from player to player) but when going over you will complain against the devs that weren't able to balance the game in that range, and rightly so. Since these ranges varies from person to person, as I said, how can you insert something that cannot be defined "a priori"?
A balance would be in theory possible in the case the range was similar for all individuals. Since this is obviously not the case (and I should also add thankfully so) the problem will always pertain to everybody.
Sylvius the Mad wrote...
Hence the need to allow the player to customise his own gameplay experience.
Modifié par Amioran, 17 décembre 2010 - 11:44 .
Sylvius the Mad wrote...
Sure it could, but that's only relevant to the player if the overall difficulty level is relevant to the player.
but the toggle isn't for everyone. The toggle is only for those players who want to fiddle with that particular aspect of the game's design.Amioran wrote...
But how can you do it properly since the toggle is for everyone
Then don't let it. Instead of offering one-word labels (like Hard, or Normal), instead actually tell the players what changes with the different settings. Then they'll know what the consequences will be.In Exile wrote...
I don't think it's uncalled for that players would want the difficulty slider to not lie to them.
Sylvius the Mad wrote...
Then don't let it. Instead of offering one-word labels (like Hard, or Normal), instead actually tell the players what changes with the different settings. Then they'll know what the consequences will be.
Modifié par Sylvius the Mad, 17 décembre 2010 - 11:53 .
Sylvius the Mad wrote...
One should never assume a source is credible.
Anyway, that would only be meaningless for players who didn't care to investigate that meaning. And they're not fiddling with the settings anyway.
Modifié par TucoBenedicto, 18 décembre 2010 - 12:07 .