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Alternative ways to set difficulty, what do you prefer?


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22 réponses à ce sujet

#1
nicethugbert

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It is common in games for difficulty to increase by making the monsters dish out more damage and be more damage absorbant, i.e., more HP, more dodge, more armor, more resistances, etc.

Would you prefer another approach?   What if the monsters stayed the same strength?  Would you prefer that and be able to adjust difficulty another way?

The Monsters stay the same in power but you can:
1)  Adjust their numbers.
2)  Adjust the price of items in the store so you can buy more items or less.
3)  Adjust the amount of XP that is awarded so you can gain levels faster or slower.
4)  Friendly Fire Toggle
5)  Smarter AI

Modifié par nicethugbert, 15 janvier 2013 - 01:16 .


#2
BanksHector

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I prefer the way it is now. The other ways would just annoy me.

#3
Guest_Puddi III_*

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http://bastion.wikia.com/wiki/Idols

#4
nightscrawl

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Filament wrote...

http://bastion.wikia.com/wiki/Idols

Wow that is interesting, and there certainly is a lot of variety there. You can really pick your poison, so to speak.

#5
nicethugbert

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nightscrawl wrote...

Filament wrote...

http://bastion.wikia.com/wiki/Idols

Wow that is interesting, and there certainly is a lot of variety there. You can really pick your poison, so to speak.


+1

#6
Celene II

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I like how it is now. In the bastion way you gain more xp for playing harder and then they will change the level cap to reflect that and the people who do not want to play on friendly fire will get less of everything.

Just do it the way DAO/DA2 did it. It was fine.

#7
Orian Tabris

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Drop down menu. Easy/Casual, Normal, Hard, Nightmare.

Why fix what isn't broken?

#8
nicethugbert

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Each one of these other ways of manipulating difficulty addresses common complaints of DA2 and other RPGs.

By having a way to adjust the number of enemies in an encounter you can address the following problems:
1) Enemy waves, some people do not like them.
2) Scaling enemy damage/HP/etc. means all the mooks are leutenants

Being able to control the price of items in the store:
1) Don't have to pick up every single piece of junk and mundane crap to get enough gold for good items.
2) Too much gold makes the world feel too rich.

Etc.
Etc.

#9
Arppis

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Adjust the enemy numbers, make it difficult by changing the dynamic of the battle, by adding other enemy types that messes up your stack.

#10
Fisto The Sexbot

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Give more XP to people solo-ing.

#11
hexaligned

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I would prefer another approach. Inflating enemy stats only gets you so far. The AI is what needs to be improved. Specifically it's ability to react effectively in countering player tactics, and it's ability to form and execute it's own party based tactics. Difficulty settings should be based around the complexity of AI schemes, not the degree the enemies have been converted to damage sponges. The recent Xcom game does a good job of doing this correctly, or at least it does a far superior job than either of the previous DA games.

Modifié par relhart, 14 janvier 2013 - 09:18 .


#12
SparksMKII

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Orian Tabris wrote...

Drop down menu. Easy/Casual, Normal, Hard, Nightmare.

Why fix what isn't broken?


This, don't force me through normal, nightmare, hell and inferno like diablo did, if I want to play on nightmare from the start I should be able to do that instead of having to slog through the other difficulties as a chore first.

Modifié par SparksMKII, 14 janvier 2013 - 10:18 .


#13
BouncyFrag

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I would like for the game to randomize when and where you run into baddies. It would keep you on your toes on subsequent playthroughs as well as adding a bit more depth into the game's replayability. I'm pretty sure the baddies in DA:O got tired of me derp-casting 'storm of the century' from other rooms since I knew exactly where to place the spells.

#14
Gazardiel

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That's what dev tools are for, or an open source game design platform. When I feel like I know more than the professionals I'm buying a product from, I go out and create my own game with all the sliders I like.

Or I go run a tabletop RPG where I have godly power over everything.

#15
nicethugbert

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SparksMKII wrote...

Orian Tabris wrote...

Drop down menu. Easy/Casual, Normal, Hard, Nightmare.

Why fix what isn't broken?


This, don't force me through normal, nightmare, hell and inferno like diablo did, if I want to play on nightmare from the start I should be able to do that instead of having to slog through the other difficulties as a chore first.


What are you talking about?  No one suggested making anyone do anything let alone play every difficulty level in order like diablo.

Could you just pick which of the 4 options that I offered that you would prefer out of those 4, plz?

Modifié par nicethugbert, 14 janvier 2013 - 12:39 .


#16
Wompoo

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SparksMKII wrote...

Orian Tabris wrote...

Drop down menu. Easy/Casual, Normal, Hard, Nightmare.

Why fix what isn't broken?


This, don't force me through normal, nightmare, hell and inferno like diablo did, if I want to play on nightmare from the start I should be able to do that instead of having to slog through the other difficulties as a chore first.


Except if you are like me, playing lower difficulties allows me to gear up and more importantly learn what to expect. Yes I play Hardcore, no greater heart thump then facing an end of the game death at every turn. If people want difficulty then have a true hardcore setting... and then we'll really see just how many of you can actually deal with a game without the save now safety net... that 1 little difficulty setting sorts out the so called this game isn't tough enough for me rubbish.

However I must say I preferred Sacred 1 and 2 for this feature over D3.

#17
Fast Jimmy

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For what it's worth, I think having MORE XP netted for easier difficulties would be a better game difficulty setting than giving more XP for harder difficulties. After all, if you can power build, no game is ever that difficult. But if you are dealing with the same enemies, but are five levels lower than you would be on a normal difficulty, then that could be a really testing experience.

#18
nightscrawl

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Fast Jimmy wrote...

For what it's worth, I think having MORE XP netted for easier difficulties would be a better game difficulty setting than giving more XP for harder difficulties. After all, if you can power build, no game is ever that difficult. But if you are dealing with the same enemies, but are five levels lower than you would be on a normal difficulty, then that could be a really testing experience.

As long as there are no factors like hit or dodge that are level ranged based, sure. In WoW a level 1 can swing all day at a level 90 and never hit it, even something being ~5 levels higher makes the hit chance extremely low.

#19
Avaflame

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The only change I'd like to see is a toggle for Friendly Fire rather than have it tied to difficulty, in Origins it wasn't really an issue for me but in DA2 it could get insane on Nightmare in combination with all my self-employed rules and I always felt I could never play a lower difficulty because they didn't have FF.

#20
Guest_krul2k_*

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a FF toggle, i found hard on DA2 really easy, but because of the way i play my game nightmare is a nightmare with a party so im relegated to solo even if i dont want to, but if FF is of then mobs should be harder than if FF is on so probably to much work

#21
nicethugbert

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Fast Jimmy wrote...

For what it's worth, I think having MORE XP netted for easier difficulties would be a better game difficulty setting than giving more XP for harder difficulties. After all, if you can power build, no game is ever that difficult. But if you are dealing with the same enemies, but are five levels lower than you would be on a normal difficulty, then that could be a really testing experience.


This is an intereststing idea.  Something would have to be done so that the player does not reach the level cap too early in the lowest difficulty mode.  That means that in the highest difficult level the player might not even reach the level cap.  No?  Otherwise, the no matter what difficulty level, the player reaches the level cap and the last few fights, including the end boss are the same difficulty.

So, how many levels behind should the player be in each difficulty level higher than easy?   In DAO or DA2, this would mean one less spell/power per level.  Would having fewer spells/powers make the game boring to play?

#22
nicethugbert

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BouncyFrag wrote...

I would like for the game to randomize when and where you run into baddies. It would keep you on your toes on subsequent playthroughs as well as adding a bit more depth into the game's replayability. I'm pretty sure the baddies in DA:O got tired of me derp-casting 'storm of the century' from other rooms since I knew exactly where to place the spells.


THIS!

My last awakening playthrough was done on easy mode so I wouldn't have to bother with friendly fire so I could see the nice graphics and not have to bother with the tactic you describe.  Sadly, on easy mode, I don't have to bother with anything at all.

I would have prefered to play at a higher difficulty level with friendly fire off.  Then there would have been some fights.  But, random placemnt is still needed so the fights are always fresh and you can't just end the fight before it starts by dropping the bomb on the enemy before you even get to them.

#23
JediHealerCosmin

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The way that BW handles difficulty atm is ok in my oppinion, but I would like to see something along the lines of strategy changing depending on the difficulty (can't remember which company did this, probably Blizzard, but I can't remember).

For example: you have to fight Boss A

Easy: Boss A hits you with big sword, calls on adds.

Normal: Boss A hits you with big sword, calls on adds, stuns you, has magic spell that absorbs companion HP to heal himself.

Hard: Boss A hits you with big sword, calls on adds, stuns you, has magic spell that absorbs companion HP to heal himself, while fireballs randomly fall from the sky.

Nightmare: all of the above + Boss A is immune to taunt and you have to watch your aggro because he can bassically one-shot anyone who isn't a tank.

Modifié par JediHealerCosmin, 14 janvier 2013 - 05:24 .