Difficulty setting affect drops, loot, quests etc?
#1
Posté 03 novembre 2009 - 06:26
#2
Posté 07 avril 2010 - 11:12
So there's an assumption going on right now that Difficulty Settings (Nightmare) do grant you higher chance of getting items & money drops. Since it reduces the probability of Potions drop, that probability is replaced by Items and Money drops instead.
U nkoe wut i meen?
#3
Posté 07 avril 2010 - 02:32
#4
Posté 07 avril 2010 - 03:29
I can't speak with any authority here, but from my own experience it does affect treasure as well. Please note that I am not referring to specific / defined drops (Corruption, Yusaris, etc.), but the random drops (Darkspawn Dagger, 15 silvers, etc.). I have played complete games on easy, normal, and hard, and at the end of the game, I generally had more coin on the hards that on normals.
Of course that could just be the nature of randomness doing it...
#5
Posté 07 avril 2010 - 04:56
#6
Posté 07 avril 2010 - 05:55
How so? As I stated, I tend to see more coin on hard difficulty than I do on easy difficulty, but the uniques and specials drop regardless of difficulty level.Viz79 wrote...
I dont think it would affect treasure otherwise it would penalise players on the hardest levels from seeing the nice items.
#7
Posté 08 avril 2010 - 01:05
and Did you accumulate less Coin on Easy than Normal?Nikatjef wrote...
Greetings,
I can't speak with any authority here, but from my own experience it does affect treasure as well. Please note that I
am not referring to specific / defined drops (Corruption, Yusaris, etc.), but the random drops (Darkspawn Dagger,
15 silvers, etc.). I have played complete games on easy, normal, and hard, and at the end of the game, I generally
had more coin on the hards that on normals.
Of course that could just be the nature of randomness doing it...
#8
Posté 08 avril 2010 - 01:05
#9
Posté 08 avril 2010 - 01:14
One very annoying feature of playing on Hard or Nightmare is that talents no longer function appropriately. For example, Pinning Shot can't be resisted by normal-rank creatures. However, even critter-ranked creatures can resist this talent on Hard and Nightmare difficulties. Some other talents are affected in similar ways and it sucks the fun out of these modes (for me at least).
I've read that some of the game developers/designers suggest that veteran players use the Hard difficulty setting, but when talents stop working as intended, simply to simulate a "challenge," I wonder just how out of whack their perception is when making this kind of suggestion. Personally, I don't find it challenging or fun to have half of my character's talents become effectively useless on higher difficulties.
#10
Posté 08 avril 2010 - 02:21
Kastagir wrote...
The only effect that Easy difficulty has on loot is to increase the chance a given corpse will have a random potion instead of just a few coins. Hard and Nightmare don't have an effect on the likelihood of items being carried by the creature despite rumors to the contrary.
One very annoying feature of playing on Hard or Nightmare is that talents no longer function appropriately. For example, Pinning Shot can't be resisted by normal-rank creatures. However, even critter-ranked creatures can resist this talent on Hard and Nightmare difficulties. Some other talents are affected in similar ways and it sucks the fun out of these modes (for me at least).
I've read that some of the game developers/designers suggest that veteran players use the Hard difficulty setting, but when talents stop working as intended, simply to simulate a "challenge," I wonder just how out of whack their perception is when making this kind of suggestion. Personally, I don't find it challenging or fun to have half of my character's talents become effectively useless on higher difficulties.
I guess that depends on how the devs actually intended the abilities to work in the first place. What was the intended balance of resistance supposed to be? Did they nerf their intended balance for the sake of normal and easy difficulty or did they increase the chance of them being resisted for hard and nightmare.
Frankly I think having the abilities work perfectly more often than not seems like a nerf to me and having them resisted as often as they succeed sounds more reasonable.
#11
Posté 08 avril 2010 - 05:04
I take your point, however. If the developers intended these abilities to scale in their effectiveness depending on difficulty settings, this would be perfectly reasonable. However, it is not documented anywhere in the game. Without that kind of information, higher difficulty settings offer little interest for those who expect their talents to do what they say they will do.
#12
Posté 08 avril 2010 - 05:49
The only effect that Easy difficulty has on loot is to increase the chance a given corpse will have a random potion instead of just a few coins. Hard and Nightmare don't have an effect on the likelihood of items being carried by the creature despite rumors to the contrary...[quote]
That basically means we get More Coins playing on Nightmare than in Easy and Normal, aint dat rite.
#13
Posté 08 avril 2010 - 05:49
That basically means we get More Coins playing on Nightmare than in Easy and Normal, aint dat rite.Kastagir wrote...
The only effect that Easy difficulty has on loot is to increase the chance a given corpse will have a random potion instead of just a few coins. Hard and Nightmare don't have an effect on the likelihood of items being carried by the creature despite rumors to the contrary...
#14
Posté 08 avril 2010 - 05:53
Well the Question really IS:
Are these Potion Drops % in Nightmare Difficulty replaced by Items & Coins Drops? or simply no Drops at all?
#15
Posté 08 avril 2010 - 07:42
#16
Posté 08 avril 2010 - 09:10
#17
Posté 08 avril 2010 - 12:14
Kastagir wrote...
Perhaps I wasn't clear. When referring to how abilities are "intended" to work, I am referring to their description in-game. When these talents no longer work as they are described due to difficulty settings, I have to wonder what else is being modified to model a challenge for the player - at the cost of actual gameplay.
I take your point, however. If the developers intended these abilities to scale in their effectiveness depending on difficulty settings, this would be perfectly reasonable. However, it is not documented anywhere in the game. Without that kind of information, higher difficulty settings offer little interest for those who expect their talents to do what they say they will do.
I'm not sure I get where you are coming from on this - the in game description for pinning shot simply says the target will be pinned in place unless they make a physical resistance check. It doesn't say certain levels will always be pinned or how often the check will be made by whom it just says if the shot hits and the foe doesn't make his check this is the result.
That being the case I'm not seeing any situation where it is not working as described (assuming when it does not work the reason is becuase the foe made his check.) regardless of whether or not the difficulty scaling effects the result. (Simply becuase the description is vague enough to cover any and all situations anyway).
It certainly makes sense to me that if the shots are being made 100% of the time against a given foe at some difficulty level and almost never made at higher levels that the lower levels are perhaps nerfed (easier than intended) and the harder levels are scaled up (more difficult than intended).
#18
Posté 08 avril 2010 - 03:32
#19
Posté 09 avril 2010 - 01:05
I'm planning to start a healer on Nightmare aswell this weekend. Thing is I've played on Normal 4 times now and I've never use a potion. My group is so balanced I don't need to use Potions, ever (I'm serious). So that's why I'd prefer it if Potions drop could change into something else (Gold, Armor) because I'd get more Coin that way.JDOGG wrote...
i just started playing a dw city elf on hard and i have noticed i have more money than i did at this point in normal, as for the potions i have not payed much attention to that, besides i just make my own...no need to worry about them from drops or buying them when you can make tons your self...
#20
Posté 09 avril 2010 - 01:06
#21
Posté 09 avril 2010 - 01:44
I don't recall exactly where I read this info - but I think it may have been in one of the patch notes.
#22
Posté 09 avril 2010 - 09:19
Would be odd if these information are included in a Patch Note.wanderon wrote...
As I recall the potion drop is also tied to the number of potions you currently have in inventory as well. I believe the less number of potions you have on hand the more likely you are to get a potion in a drop but I'm not sure if this applies to all difficulty levels or only to some of them.
I don't recall exactly where I read this info - but I think it may have been in one of the patch notes.





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