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Difficulty Scaling


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#1
Luke Barrett

Luke Barrett
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Hey everyone, I'm currently compiling a list of attributes/settings that contribute to difficulty scaling (either harder or easier) and am looking for ideas. This is my current list:

  • Friendly Fire (0-100%) : Percent damage allies take from Area of Effect abilities
  • Damage Scaling (50%-300%): Amount of Damage the Player and companions do to enemies
  • Enemy Damage Scaling (50%-300%): Amount of Damage enemies do to the Player and companions
  • Enemy Spell Immunity (0%-100%): Scales spell immunity from enemies being affected by all spell types to only one damage type hurting certain enemies (for instance)
  • Knockdown Immunity Timer (0-6s): Determines how long users will be immune to knock[back/down] effects after being  hit by one.
  • Potion Usage (On/Buff Only/Off): Determines which types of potions, if any, a player can use
  • Potion Cooldown (0-360 seconds): Determines how long potions remain on cooldown after being used
  • Ability Cooldown (50%-300%): Determines how long player abilities stay on cooldown
  • Enemy Cooldown (50%-300%): Determines how long enemy abilities stay on cooldown
  • Out-of-Combat Cooldown (0-100%): Determines how long abilities stay on cooldown if you are out of combat.
  • Pause (On/Off): Determines whether a player can pause the action at any time during the game
  • Out of Combat Health Regeneration (0-100%): Determines how fast HP is regenerated while out of combat.
  • AI Tactics (On/Off): Determines whether AI tactics are locked or not [forcing users to play all companions]
Anyways, if you can think of anything else or have comments on these things let me know. Again, this is just a curiousity and DOES NOT reflect ANY plans for the franchise at present or in the future.

Modifié par Luke Barrett, 22 mars 2011 - 09:48 .


#2
Luke Barrett

Luke Barrett
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All enemies always scale with your (Hawke) level.

By AI tactics I meant your companions tactic slots. Turning them off completely would force you to actively play all 4 roles; coupled with no pause would make you learn to play very quickly.

As for enemy AI, I think the extent of this would be to have a setting for threat falloff and then just force all enemies to fight the weakest opponent (HP/Armor wise) unless there have X threat threshold - in any case this change would specifically require way more work than the other ones.

The reason I have Spell Immunity and not Resistance is because I already have an enemy damage mitigation on my list so that would be redundant (at least in my thinking of the system). Currently on Nightmare all enemies are immune to one elemental type - my thinking was the extreme difficulty would make all enemies only susceptible to 1 elemental type thus forcing you to spec your casters in different trees and bring the appropriate one for each section of the game.

Out-of-Combat health regen is a great one, I'll write that down. Resurrection may be a bit ridiculous for the first half of the game before you get rez and would likely caused some very undesired effects in cutscenes and plotflow unfortunately.

And, for the knockback one I actually have that on my list here on my desk but it somehow missed the jump from paper to interwebs! What my thought was on that would be a temp. immunity when hit with knock[back/down] for 0-6 seconds or something like that (this would be similar to how most MMOs handle crowd control immunity timers)

#3
Luke Barrett

Luke Barrett
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Trapslick wrote...

i'd actually like to see greater rewards with higher difficulty levels personally... give people a real reason to get through the game :)


My thought process behind this system would be a full GUI for all these options with a string on the bottom that has your Difficulty Rating. The higher the rating (based on what you select) the better the items in the game are and more affordable equipment is - given some of these settings would probably require a wider spectrum of weapon/armor types I suspect you would need to be compensated in some way to keep up.


(for those technically illiterate, a GUI [graphical user interface] is used in this context basically to imply a menu and the word 'string' is basically just a line of text for the purpose of this example)

Modifié par Luke Barrett, 22 mars 2011 - 09:31 .


#4
Luke Barrett

Luke Barrett
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Well luckily it would simply be a list of things you can individually modify so you would, theoretically, be able to add or remove whichever things you didnt like. Personally, I play without pausing and manually play all my characters because I find it to be a forced faster pace in combat. On the opposite end, I absolutely loathe chain disables of any kind for the same reason you stated so I would always keep that up at a reasonable amount.

All 3 of your suggestions are really good though so I'll put those down.

#5
Luke Barrett

Luke Barrett
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Toadbat wrote...

So, on the Spell Immunity thing, are you thinking of a blanket switch of easy through totally immune based on what natural immunities the creature type has? Or, actually setting what each creature is immune to and what they are weak to? The latter seems very complex, and would it allow for additional creature types? Such as from mods or new DLC.

I am also guessing that magic resistance is basically armor vs magic? So, your mitigation scale would effectively reduce the damage done by all sources, right?

I was thinking more along the lines of a percentage chance that any particular spell would fail, or in the case of AOE, provide temporary immunity to that damage/effects.

I love the better loot with increasing difficulty concept, but maybe have a choice there too. It's easy to get all Monty on us, but I sometimes enjoy the few really cool things found just because there so rare.

Thanks again for working on this aspect Luke!


If you've ever played Diablo II on Nightmare or Hell difficulty the bosses/elites gain more and more immunities to elements forcing you to to very maticulous and not focusing too heavily on one type of damage. That's what I have in my head.

Yes, magic resist, more or less, is armor vs. magic so the general mitigation scaling would take in to action after the damage is calculated. What you're suggesting is a fullout resist (which disables/debuffs currently have a chance to do).

The increased equipment doesnt necessarily have to be amazing. Sometimes you might just want a full suit of Fire Resist armor for a certain fight (High Dragon) or Spirit Resist when fighting shades. Other times you may want to stack +armor or +defense if the enemy hits very hard but really slow (and you dont have the worst luck ever like I do). The point is to allow the user the ability to have multiple sets of equipment for different situations/encounters - right now you're somewhat limited due to financial constraints and random drop factor.

#6
Luke Barrett

Luke Barrett
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Well you'd still have the preset difficulties (which are just a mix of these options). This just allows those of us who really want a challenge to do so. I've also seen several threads about people wanting to play Nightmare without specific things (friendly fire for instance).

#7
Luke Barrett

Luke Barrett
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Sabresandiego wrote...

Is this thread talking about a possible mod that you, Luke Barrett, would make for the game? A difficulty mod?


Nope. I have approximately 0 skill in modding on the DA engine. Just trying to get some ideas from a hypothetical system for my own nefarious purposes :devil:

If whoever was looking in to making that Nightmare+ mod wants to, theyre certainly more than welcome to steal all my ideas