Modifié par Vort3xX, 29 juin 2013 - 09:13 .
No level scaling: replace it with an increment of enemy numbers
Débuté par
IntoTheDarkness
, nov. 10 2012 03:04
#51
Posté 29 juin 2013 - 09:13
I'm not much for f*cktons of moderately strong enemies that's just hack n slash gameplay, in tactical rpg's i would much prefer fewer but much stronger enemies that can kick your ass repeatably if you've not found a good strategy for how to counter them, otherwise it' just sounds like DA2 2,5 instead and yes pls no enemy scaling it's just bad design.
#52
Posté 29 juin 2013 - 10:47
Well i dont want basic monsters getting alot stronger as the game goes on. your average darkspawn would not have much of a learning curve and so it would keep doing things the same way no matter how old it was. why? cause it has worked for it upto then. so i expect them the be something of a challenge when im starting out but when i am lvl 20 i expect them to be 1 hit kills. i dont think the PC should get XP for fighing them or anything more than 3 lvls below them. just introduce newer enemies bigger and tougher. where were these guys before you might ask? well they didnt consider you worth thier time before, but now that you are wiping out thier peons easily they realize you are now something they need to take care of personally. The only enemies that should have a floating level are the bosses just to make sure they are always a big challenge.
One thing i liked about DAO was the colors for the enemy names, you knew that white or yellow would not be to hard and you didnt have to worry much unless there were alot of them. However if i saw red or orange i had better save and be ready get stomped into the mud if i was not careful.
One thing i liked about DAO was the colors for the enemy names, you knew that white or yellow would not be to hard and you didnt have to worry much unless there were alot of them. However if i saw red or orange i had better save and be ready get stomped into the mud if i was not careful.
#53
Posté 12 juillet 2013 - 06:42
mm still I think a combination of very mild / minor level scaling, or using higher numbers of combatants at higher levels, with a reduction in the massive gains from levelling would work well in making levelling fun at high and low end. High end more things die, and quicker, but you are still vulnerable, but you have more skills and options up your sleeve as well.
I still like the idea of some areas just being too hard for lower level characters... but you could still make them doable with a lot of consumerables and good equipment....
Equipment... Another bugbear of mine.... Lets just buff all the equipment so that the character is just a function of which equipment he is wearing... That is so unrealistic and defeats immersion.... As well as making level gains slightly less, also make the gains from better equipment less as well.
The difference in a high end guy with level 1 equipment versus a high end guy with great equipment should not be as big as it is in most RPGs these days. I would say a maximum of 50% improvement on damage and avoidance/damage reduction (improvement from level 1 - ie, a good sword might do 20 damage, over a lev 1 sword doing 13 damage, or 60 damage instead of 40 damage etc...).... By having this fine tuning better, you would see a difference and would seek out good equipment, but it would not make you "Godlike". An example of this in skyrim would be the use of enchanting to make destruction spells cost nothing... ridiculous!! or in world of warcraft... I got COMPLETELY SICK of the transmission of worldly materialism into such a game where it was all about the gear you wore, not so much about skill.
Make levelling gains as you go higher, not as great.... Good old dungeons and dragons initially had it so that once you hit level 9, you only gained a small amount of health... this was more realistic. There were gains to levelling, but not crazy.... I read before about an arrow to the neck woudl kill anyone... but the idea with health (or hitpoints in dungeons and dragons), reflects that a higher level character has experience and a sixth sense so that he would hear or sense an incoming arrow and twist one way so that it only grazed his neck, not killing him.... There needs to be a balance!!!! But reduce levels gains at higher levels to stop this idea of endgaming! and make it more about skill and personal development and the actual story and gameplay as well.
Meh.... my 50cents worth anyway.
I still like the idea of some areas just being too hard for lower level characters... but you could still make them doable with a lot of consumerables and good equipment....
Equipment... Another bugbear of mine.... Lets just buff all the equipment so that the character is just a function of which equipment he is wearing... That is so unrealistic and defeats immersion.... As well as making level gains slightly less, also make the gains from better equipment less as well.
The difference in a high end guy with level 1 equipment versus a high end guy with great equipment should not be as big as it is in most RPGs these days. I would say a maximum of 50% improvement on damage and avoidance/damage reduction (improvement from level 1 - ie, a good sword might do 20 damage, over a lev 1 sword doing 13 damage, or 60 damage instead of 40 damage etc...).... By having this fine tuning better, you would see a difference and would seek out good equipment, but it would not make you "Godlike". An example of this in skyrim would be the use of enchanting to make destruction spells cost nothing... ridiculous!! or in world of warcraft... I got COMPLETELY SICK of the transmission of worldly materialism into such a game where it was all about the gear you wore, not so much about skill.
Make levelling gains as you go higher, not as great.... Good old dungeons and dragons initially had it so that once you hit level 9, you only gained a small amount of health... this was more realistic. There were gains to levelling, but not crazy.... I read before about an arrow to the neck woudl kill anyone... but the idea with health (or hitpoints in dungeons and dragons), reflects that a higher level character has experience and a sixth sense so that he would hear or sense an incoming arrow and twist one way so that it only grazed his neck, not killing him.... There needs to be a balance!!!! But reduce levels gains at higher levels to stop this idea of endgaming! and make it more about skill and personal development and the actual story and gameplay as well.
Meh.... my 50cents worth anyway.
Modifié par Stahl33, 12 juillet 2013 - 07:19 .
#54
Posté 12 juillet 2013 - 06:47
I'm not a fan of fighting a sh*t load of crappy enemies. It gets boring way too quick. Few difficult to beat enemies with good AI and bunch of tricks up their sleeves make the fight a whole lot more interesting, since you actually have to use your brain to figure out how to beat them. Fighting a bunch of weaklings = spamming a button over and over again like a dumb monkey. DA is not a game for 3 year old kids, guys.





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