Balancing combat
#1
Posté 22 janvier 2012 - 07:46
Does anyone have any rules of thumb for balancing or thoughts on how this part of my mods can be made better.
Perhaps a difficulty level could be added beyond the one implied by the play levels in the game.
I balance for normal play and let the player make it tougher by going to hardcore generaly.
PJ
#2
Posté 22 janvier 2012 - 08:47
Making some kind of scripted difficulty slider sounds like a great idea. Perhaps a relatively easy way of doing it would be to adjust the enemies' stats via their spawn scripts. Maybe go with HP, AC, and AB adjustments, and/or the number of enemies?
#3
Posté 22 janvier 2012 - 10:51
I guess the issue is do I balance for me, an experienced player, or at some other level. It is easier at low level becuase skills and equipment can be more easily predicted but it gets much harder once you get players beyond lv 6.
PJ
#4
Posté 22 janvier 2012 - 11:14
About balance... yes, it depends on the player. Playstyle, party composition, use of buffs... A lot of players usually play on Hardcore though (I do). I've played your modules in that setting, and while there were a few difficult fights, they weren't impossible (I remember one in the middle of The Last Days of the Raven as probably the hardest, but one of the companions can make a difference in that fight with the right tactics). These Dark Days of Waiting was about right in that regard, IMO.
About a difficulty slider, The Fred (I think it was his) has one on the Vault, I've never used it. It makes sense to use something like that if players want to adjust difficulty to their playstyle, but I don't know, it could be a bit of a nuissance too for other players who aren't sure of how to adjust it.
There's always the good old level selection at the start, giving the option to start at a higher or lower level depending on the desired challenge. Your modules may not be the best suited for that, though.
#5
Guest_Iveforgotmypassword_*
Posté 22 janvier 2012 - 11:37
Guest_Iveforgotmypassword_*
I can go through both my modules without dying and having played a few modules recently and resorted to the console on more than one occassion in each of them I think mine must be pretty easy. But they're supposed to be because they're more about the story than anything else, I don't want to make some great challenge I even stick in a respawn ( I add one to every mod I play too that's how much I suck at this game ) leaving the choice of reloading up to the player but they still moan ! It's not my fault that their wizard is an expert crafter either when it said so in the description that their isn't any or that they think they can charge into anything get surrounded and still walk away but no doubt I'll get blamed.
As manageri said you can't win no matter what you do so don't worry about it.
#6
Posté 22 janvier 2012 - 03:53
I also approach things like Tsongo does. I'm not that good of a player, so I figure any battle I can win is easy enough for most players, especially considering that I'm usually rushing through on a test-run. I leave the respawn in too, simply because testing is impossible without it. Some players get unreasonably annoyed at that, but I guess you could switch it off as some kind of module option.
#7
Posté 22 janvier 2012 - 04:07
Then I'll make a few copies of my monster. say cr 5, 7, and 9.
I put them all in the encounter, and set the number to, something like 2-10
Then I let the game engine decide what is appropriate. That way if it is a single character, or a character with comapnions, or a multi-player group, the encounter scales appropriately. You can fine tune it with the difficulty settings (ie- normal, hard, ect.).
#8
Guest_Iveforgotmypassword_*
Posté 22 janvier 2012 - 04:22
Guest_Iveforgotmypassword_*
But on all accounts try to avoid the dragons in the cellar quest at level one it tends to really annoy people !
#9
Posté 22 janvier 2012 - 04:42
#10
Posté 22 janvier 2012 - 07:02
#11
Posté 22 janvier 2012 - 07:50
I managed a balance system in my first mod such the Magic using clases and rougues did not get so many enemies, That's easy for lv 1 but got to complex to manage after that.
PJ
#12
Posté 22 janvier 2012 - 07:54
Battles are never too tough. My general rule of thumb for builders is "It is your job to kill the player".PJ156 wrote...
I got lots of comments that the final battle was too tough.
I was going to put together a little something which hooks into one of the difficulty systems or something like them. I never got around to it, though. A builder-customisable UI might be quite nice, too.Arkalezth wrote...
About a difficulty slider, The Fred (I think it was his) has one on the Vault, I've never used it.
Why would you playtest as a Bard, then?M. Rieder wrote...
You could try playtesting and balancing with weaker classes. Try playtesting as a rogue or bard.
#13
Posté 22 janvier 2012 - 08:19
Agree with Fred btw, don't underestimate bards.
#14
Posté 22 janvier 2012 - 08:58
I put the best equipment on a single fighter type and cast every protective spell my divine and arcane casters have to offer. Then the tank takes on the enemy/ies and the rest "fire at will" - encounter beaten. Spells start to really become the decisive factor at this level range.
On the other hand I often got frustrated, when the very first battle was kind of unwinnable when I picked the "wrong" class.
As a builder it gets a lot harder to balance, the higher the level range and the more number/freedom of choice of companions you offer.
Generally I wouldn't worry too much there is NO pro RPG game out there, that doesn't get feedback about too easy/not doable. As long as people only complain about battles towards the end of the module you are probably doing right.
Modifié par TheStoryteller01, 22 janvier 2012 - 08:59 .
#15
Posté 22 janvier 2012 - 10:25
feel free to hook the Pia, FredThe Fred wrote...
Arkalezth wrote...
About a difficulty slider, The Fred (I think it was his) has one on the Vault, I've never used it.
I was going to put together a little something which hooks into one of the difficulty systems or something like them. I never got around to it, though. A builder-customisable UI might be quite nice, too.
the options in Difficulty.2da are pretty much set, and the core script seems very stable ...
I regard it as a direct continuation of the Difficulty slider -> into Superhuman and Nightmare levels, although i class the defaults that boost the OC as (only) moderate. Personally I'm amazed at how characters can pull a really, really tough fight through, if they're willing to scrounge through their packs/feats/spells for everything they got!
imo.
Ps. i Imagine a number of difficulties could be preset(s), then chosen based on class or whatever, with a bit o extra tinker
#16
Posté 23 janvier 2012 - 12:14
And yeah, in many modules, buffed party = instant win. Bards can be amoung the toughest classes in the game, too. For the record, I played a bard through the three first PJ's modules, and a warlock in the last (I had lost my character file).
#17
Posté 23 janvier 2012 - 12:43
#18
Posté 23 janvier 2012 - 01:30
Arkalezth wrote...
I was mistaken with Fred's XP Slider, maybe I was thinking about kevL's PIA. Well, whatever.
And yeah, in many modules, buffed party = instant win. Bards can be amoung the toughest classes in the game, too. For the record, I played a bard through the three first PJ's modules, and a warlock in the last (I had lost my character file).
Wow, a bard for Last Days of the Raven? I'm impressed.
Modifié par M. Rieder, 23 janvier 2012 - 01:30 .
#19
Posté 23 janvier 2012 - 01:30
Modifié par M. Rieder, 23 janvier 2012 - 01:31 .





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