Modifié par mickey111, 06 septembre 2013 - 11:58 .
Balanced for hardest difficulty?
Débuté par
mickey111
, sept. 06 2013 11:51
#1
Posté 06 septembre 2013 - 11:51
I think when it comes to game design that basing all of the difficulties around the hardest difficulty setting makes the most sense, and yet mightmare level of difficulty in DAII (and skyrim, and probably some other games too) simply bloated the HP which made the games take longer to beat but did little else. Why don't they just ignore the other settings, make the game as hard as Bioware wants it to be, and then scale down hit point values and reduce the number of hand placed spawns according to difficulty setting? For a simple example the hardest difficulty could put the player up against 2 fighters, 2 rogues and a mage, remove a fighter on medium difficulty and remove a rogue on easy, and all the hp damage would scale down also. I think they had something similar (I don't know what game design schools terms are, but I'm calling it "hand placed spawns") in BGII and it worked well for the game design, so why change it to what it is now?
#2
Posté 07 septembre 2013 - 12:50
In my opinion, environments, equipment and enemies should be designed around the hardest difficulty first, then work the way down. It's too often that video games have extremely difficult encounters that shouldn't be, due to the poor design of the area.
Unless one could argue the enemy having superior positioning.
Unless one could argue the enemy having superior positioning.





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