Difficulty Scaling
#26
Posté 23 mars 2011 - 04:27
#27
Posté 23 mars 2011 - 04:42
- Enemy AI tactics: Enemies move away from AoE attacks, maybe reduced susceptibility to Taunt, increased targeting of Mages, Rogues after huge damage on another enemy, some kind of AI that counteracts the player tactic of making bosses chase you in a circle
- Closed encounter areas: prevents players from kiting all the way to the other side of the map to get enemies in a choke point
- Enemy Attack speed
- Enemy AoE attack diameter
- Enemy fortitude
Modifié par naughty99, 23 mars 2011 - 04:44 .
#28
Posté 23 mars 2011 - 04:55
Luke Barrett wrote...
All enemies always scale with your (Hawke) level.
IMHO, this works way better than DA:O's limited asymmetrical scaling designed and propagated by Zoeller, especially if you were into meta-gaming (e. g., the areas you visited at low level to buy/pick up items won't scale to their maximum level when you come back later to actually complete all the quests, etc.). That system was nice in theory, but ultimately led to your opponents being totally underpowered.
Modifié par IN1, 23 mars 2011 - 04:56 .
#29
Posté 23 mars 2011 - 08:46
- Frequency of basic enemy attacks. I think that enemies use their special abilities at different rates depending on difficulty, but they still use their regular attacks fairly often regardless.
-Length of debuffs/buffs. Not sure if this would be hard to implement, but a sliding scale that could make say haste last only 10 seconds when fully upgraded or 30 or more seconds. Likewise for debuffs to/from the player regardless of magic resistance.
-Movement speed outside of battle. One of the best reasons to have haste on pretty much constantly in Origins was because it made you run much faster, and since haste is likely going to remain an activated abilitiy it would be nice if running speed could be increased when not enaging any enemies.
-Sliding Scale of Stupidity. At low or off, enemy AI will function like it does now, but if high enough the AI will be more likely to do something stupid like use a potion too early, give the player a potion instead of stealing one, miss while using special abilities, or target allies instead of PC characters.
#30
Posté 23 mars 2011 - 03:52
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
If whoever was looking in to making that Nightmare+ mod wants to, theyre certainly more than welcome to steal all my ideas
#31
Posté 23 mars 2011 - 04:13
It was much more interesting to fight enemies who use many abilities, than to fight enemies most of which just autoattack.
#32
Posté 23 mars 2011 - 04:28
Luke Barrett wrote...
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.
I personally love this idea. We all have our own ideas about how the difficulty should be done. I prefer playing with FF on for example, and I'd love to have this as an option independently of the other settings.
I can see this being confusing and annoying to new users though. Basically I think there should be settings like now (from casual to nightmare) and a button to customize. This would bring up the new window.
It will be near impossible to agree on a simple rating though. Using FF again as an example, it makes certain mage trees much less useful, but a rogue can do pretty much the same as before. So how much does FF add to the rating?
That's exactly what they had in Transport Tycoon and it was actually quite fun to watch. At the lowest level, the AI could not even build a railroad from point A to B in a straight line when it was clearly possible. Instead it would make crazy loops and build bridges over previous sections and somehow still manage to end up at B at some point.-Sliding Scale of Stupidity. At low or off, enemy AI will function like it does now, but if high enough the AI will be more likely to do something stupid like use a potion too early, give the player a potion instead of stealing one, miss while using special abilities, or target allies instead of PC characters.
Modifié par termokanden, 23 mars 2011 - 04:33 .
#33
Posté 23 mars 2011 - 05:35
This forces me to change to Nightmare ofcourse, then i have no other option than micro control all the party so they dont get hit by 100% FF and suddenly there is no action in the fights anymore....
I guess you have heard it before but in my opinion just turn up the difficulty some more (like 1 or 2 random elites i every spawn) and then have FF as an own column to change, like off, 50% and 100%.
I couldnt be that hard to fix could it?
#34
Posté 23 mars 2011 - 07:24
termokanden wrote...
That's exactly what they had in Transport Tycoon and it was actually quite fun to watch. At the lowest level, the AI could not even build a railroad from point A to B in a straight line when it was clearly possible. Instead it would make crazy loops and build bridges over previous sections and somehow still manage to end up at B at some point.
That was the general idea I had in mind. For a serious playthough it would kind of ruin the player's enjoyment as far as overcoming adversity goes, but I would love to be able to play through the game and watch Elite bosses mistakenly finish off their own mobs or for mages to kite their own summons. That kind of foolishness is worth at least a couple of extra playthroughs.
edit:fixed a typo
Modifié par Xanfaus, 23 mars 2011 - 07:25 .
#35
Posté 23 mars 2011 - 07:56
Maybe a Super-Nightmare (Night Terror) mode with perma-death (or they become "crippled" and can only tag along for cutscenes) for companions who fall in combat. Or just Perma-Injury.
#36
Posté 23 mars 2011 - 09:36
#37
Posté 23 mars 2011 - 11:16
Sabresandiego wrote...
perma deaths and injuries would just force too much reloading.
Unless you have "Basement Troll" mode where there is no pausing or saving the game (Random death squads would have to spawn on you if you were idle for more than 2 minutes.) You have to play start to finish in one sitting.
Modifié par DiLune, 23 mars 2011 - 11:17 .
#38
Posté 24 mars 2011 - 12:31
the ideas that are poping up here are pretty good though, i'd like to see more (i love learning the ideas behind video games)
btw... maybe i missed it, but enemy attack and defense should really be on the list (attack more than defense)
Modifié par Trapslick, 24 mars 2011 - 12:34 .
#39
Posté 25 mars 2011 - 02:33
Right now you bleed out on nightmare if you have less than, what, 10% health? And I believe the number of injuries you can have at once also increases, up to 4 on nightmare. It seems either would be a good fit for the list you are making. The rate at which you bleed and the health loss at which you begin bleeding seems an obvious slider if someone did mod a fully customizable difficulty screen.
Injuries I think would need more work to make that useful. I don't think the increasing injury cap makes any difference to difficulty since if you are playing on nightmare you are almost certainly good enough at the game that you are never going to have people walking around with 4 injuries. Injuries are obviously a good idea but they could use a little work given how easy they are to fix with injury kits or potions, and just making them more seriously disadvantageous wouldn't seem to make any difference for the same reason. Maybe you shouldn't be able to fix injuries during combat? I know any time I resuscitate a buddy in combat I have them quaff an injury potion instantly. But I ramble.
Also, I was a little skeptical before the game was released that you were going to actually make nightmare noticeably harder. I may even have been a little, um, condescending about it. Just maybe. But any other hypothetical problems with DA2 aside, you did exactly what you said you were doing and made Nightmare a real challenge, and now I want to have your babies, man.
Ultra super hardcore difficulty next time? Yes? Cool.
#40
Posté 25 mars 2011 - 02:52
This seems like pure masochism given the awful movement and camera controls (for PC version, at least) Whenever you have characters get near any sort of wall or other obstacle it frequently becomes impossible to click on perfectly valid spots for the characters to move to (as the game appears to think you're ordering a move onto the invisible wall it isn't showing) and the AoE targeting becomes similarly constrained.Luke Barrett wrote...
Personally, I play without pausing and manually play all my characters because I find it to be a forced faster pace in combat.
#41
Posté 25 mars 2011 - 02:59
Why would you want to prevent one of few tactical opportunities the game has remaining? And choosing the battlefield (along with getting the enemy to fight on your terms rather than theirs) is exactly that.naughty99 wrote...
Closed encounter areas: prevents players from kiting all the way to the other side of the map to get enemies in a choke point
"Think like general and fight like a Spartan" would end very quickly for the Spartans if their 300 guys just let themselves get caught in a "closed encounter area" and swarmed from all sides.
#42
Posté 25 mars 2011 - 03:05





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