[quote]In Exile wrote...
[quote]nicethugbert wrote...
I appreciate plain and even speech. But, I also appreciate being factual. There is nothing impossible, or complicated, or difficult at all about what I'm suggesting. [/quote]
Yes, there is. You're asking for completely different games.
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Yes, like DA:O is four games in one(Easy DA:O, Normal DA:O, ...........) because that is what difficulty settings amount to and shame on EA for not advertising that DA:O is four games for the price of one.
[quote]In Exile wrote...[quote]It's all actually very simple. All the ingredients are already in the game. [/quote]That's like puting a bunch of meats and vegetables on the table and saying you have steak, lasagna and pizza. You still have to cook them.
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BW elected to get into the cooking business. I'm just letting them know what meal I want to buy from them. Don't worry them is a banquet in ti for everybody.
[quote]In Exile wrote...
[quote]The mechanism behind the sliders and check boxes is child's play. One of the Bioware devs posted that he wanted to create a more detailed difficulty setting. But what he had in mind is a lot more involved than what I am suggesting.[/quote]
Every single programmer in the world is screaming out in pain now.
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Pansies.
[quote]In Exile wrote...
[quote]1) Wealth: One slider that adjusts how much merchants pay for items as a percent of the item's price. Ranges from 10% to 500% in 10% increments. [/quote]
That assumes that there a single "thing" that determines how much each merchant pays, and that this won't bug the price of items.
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No, you take the local price of the item and multiply it by the multiplier, child's play.
[quote]In Exile wrote...
[quote]2) XP: Simple like the Wealth slider, a multipler from 10% to 500% in 10% increments. [/quote]
Level scaling. You can actually make the game impossible because you devalue the strength of your loot. That has to be proportional to what you're doing. This has to be balanced. There has to be QA.
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Adjust your settings and reload the last save.
[quote]In Exile wrote...
[quote]3) Horde Size: Another simple slider, a multipler from 20% to 500% in 20% increments. [/quote]
What does 20% mean? Is that an extra 2/3rds of a hurlock? An extra Ogre? Does it mean that Bioware just keeps adding assasins with max health?
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Why do you compare a single monster to a group of monsters?
[quote]In Exile wrote...
Edit:
Encounters are done by hand and balanced. Bioware would have to design an entire random encounter mechanism. script it, make sure that the right enemy loads, make sure that the areas can handle the number of enemies, make sure that the engine can display that number of enemies ...
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No, furniture is done by hand. Encounters are scripted. So, when the game reads the script and sees 10 Hurlocks and 1 Hurlock Alpha in the script, it is easy for it to look at the Horde Size setting, see that it is set to 20% and spawn 2 Hurlocks and 1 Hurlock Alpha. Interpreting a Horde Size modifier of less than 100% as a 0 would make it possible for there to be empty encounters. So it is better to interpret it as at least one. Simple, effective.
[quote]In Exile wrote...
[quote]4) Horde Strength: Yet Another Simple Slider, I think I see a pattern here, an HP, resistance, armor, and attribute multiplier ranging from 10% to 500% in 10% increments. Sure, you could make this into a set of sliders, one for each parameter, but, a simple one works well too. [/quote]
Again - balance. That has to be tested to make sure the game isn't unplayable.
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The player can change the settings and reload the last save. Also, the player should understand that if you make the game more difficult than the hardest setting, you're asking for punishment.
[quote]In Exile wrote...
[quote]5) Friendly Fire: Check Box, OMG SO DIFFICULT TO IMPLEMENT [/quote]
Very, because the whole game is designed around it. Take one of the archer abilities in DA2 - it grants obscure status as one of the upgrades. But that upgrade is meaningless in nigthmare, because (prior to patch 1.04) a single use of the ability would be a 1-hit KO.
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Not true, the DA series and practically every game turns off Friendly Fire in easy mode and turns it on in higher difficulties. Giving the player control over this is not an issue. He can always make the choice that suits him best. This is not some universal evil. Your game experience is not going to be ruined because I decided to turn friendly fire on or off.
[quote]In Exile wrote...
[quote]6) Critical Hits on Player: Yet Another Check Box, oops I broke the budget.[/quote]
You did, because now QA is doing 6 times the work to make sure you didn't break the game by allowing the player to switch the code around like a blender.
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This is the same issue as Friendly Fire which is a non-issue.
[quote]In Exile wrote...
Maybe the game freaks out when you have XP at 500 percent because you hit the level cap. Maybe the engine freaks out if you hit the level cap. Who knows? You have to test it and see.
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People hit the level cap in games all the time. Learn to program.
[quote]In Exile wrote...
Maybe a quest is bugged if you can't get more XP. Maybe increasing horde size slows down the engine. Who knows? You have to test everything, even if it would be simple to do.
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This is a bunch of selective hysteria.