I haven't got a clue what hard core mode does to gameplay because I'm a coward and only ever play on normal, but my mod can freeze whilst in that mode so what could be going on, is it a loads more spells flying about graphics issue or just that things are harder to calculate for the computer ?
So could somebody tell me what the difference between hard core and normal is please.
Also because my module's been tested on normal hard core is rather difficult and I know it's supposed to be but whilst in a masochistic way I like playing Fallout 3 in hard core and running away from difficult things until later or becoming addicted to chems or radiated all the time Neverwinter Nights is a bit different. Especially when there's a story to follow rather than a sandbox as baddies must die at a certain time and constant respawning/loading is not much fun.
So because most of the xp in my game comes from kills could I crank up the xp percentage bit in the campaign folder so the player would level up faster and therefore balance it automatically ? My mod runs from level 1-20 so it might even be possible to have hardcore players getting an epic level or two as a bonus for suffering untold hardship. I would do this by having two campaign folders one for normal and one for hardcore. Of course you could play with the hardcore folder installed and the game set to normal but that's cheating and not really my problem.
At what point ( and this is for all you mathematicians or those that understand how it really works ) would the party level be too high and the xp per kill go back to normal ?
I realise this is sort of a toolset question but it's about a module too..
Thank you..
Hardcore questions..
Débuté par
Guest_Iveforgotmypassword_*
, oct. 15 2013 03:45
#1
Guest_Iveforgotmypassword_*
Posté 15 octobre 2013 - 03:45
Guest_Iveforgotmypassword_*
#2
Posté 15 octobre 2013 - 04:13
My understanding is that hardcore turns friendly fire mode on, so throwing a fireball into a bunch of orcs will affect your party fighter who is in there swinging away. Also it turns on the ability of enemies to crit you, and I believe ups the damage they do versus normal mode. I'm not sure how any of these things could cause a freeze.
/ I'm a wimp who plays normal mode.
/ I'm a wimp who plays normal mode.
#3
Posté 15 octobre 2013 - 04:29
I always play on hardcore (except for an exception or two), as it's supposedly the default DnD difficulty, and the only time that I remember crashing methodically was when playing Baldur's Gate Reloaded, in a particular playthrough of several, in a few particular fights, and I *think* it was caused by multiple AoE spells (Grease, Sleep...) cast at the same time.
I wouldn't give different XP depending on the difficulty. If a player wants to play on a higher difficulty, giving him more XP might make things easier, which is kind of missing the point.
I wouldn't give different XP depending on the difficulty. If a player wants to play on a higher difficulty, giving him more XP might make things easier, which is kind of missing the point.
Modifié par Arkalezth, 15 octobre 2013 - 04:32 .
#4
Guest_Iveforgotmypassword_*
Posté 15 octobre 2013 - 04:59
Guest_Iveforgotmypassword_*
Thank you for the information it probably is the spell thing that does it as I've got some casting baddies in the particular freeze spots. As for the xp part at lower levels it's difficult and then you get a destructive caster in the party so might need the extra hp if you're taking critical hits whilst being fireballed by your companion.
It was just a thought to make it still a challenge without being over hard.. I have no intention of making a super difficult module but an edge of your seat down to the last potion one would be nice.
Arkalezth.. You'll have to let me know what you think if you play it on hard core.
kamal_ No yeti is a wimp !
It was just a thought to make it still a challenge without being over hard.. I have no intention of making a super difficult module but an edge of your seat down to the last potion one would be nice.
Arkalezth.. You'll have to let me know what you think if you play it on hard core.
kamal_ No yeti is a wimp !
#5
Posté 15 octobre 2013 - 05:32
I try and playtest my module on hardcore because of the AoE spells, since it does make it possible to damage your own party (that, and enemies can get a critical hit on you, which is something one should playtest to ensure enemies on hardcore aren't impossible).
I think there's an advantage to building a module and testing in hardcore, and that is this: when you're playtesting in normal mode, you may not care about AoE geography very much, because your own party is immune. But if you're playing hardcore and AoE is whacking your own group, then it may cause you to rethink the terrain and geography, as a level designer, so that you can still cast AoE spells without nailing your own companions.
In the OC, AoE spells in hardcare mode are difficult to pull off in many places, because enemies rush to your position very quickly. However, if the geography of a map, or terrain of an area, causes enemies to not be able to rush you, then AoE spells become a real boon (this is why I enjoy the Orc mountains in the OC - it's an AoE spellcaster's delight being able to throw spells with reckless abandon at all the orcs shooting arrows from the higher up cliffs, etc.).
Anyway.. just my two cents. I think testing in hardcore helps establish how useful AoE spells can be in given encounters.
I think there's an advantage to building a module and testing in hardcore, and that is this: when you're playtesting in normal mode, you may not care about AoE geography very much, because your own party is immune. But if you're playing hardcore and AoE is whacking your own group, then it may cause you to rethink the terrain and geography, as a level designer, so that you can still cast AoE spells without nailing your own companions.
In the OC, AoE spells in hardcare mode are difficult to pull off in many places, because enemies rush to your position very quickly. However, if the geography of a map, or terrain of an area, causes enemies to not be able to rush you, then AoE spells become a real boon (this is why I enjoy the Orc mountains in the OC - it's an AoE spellcaster's delight being able to throw spells with reckless abandon at all the orcs shooting arrows from the higher up cliffs, etc.).
Anyway.. just my two cents. I think testing in hardcore helps establish how useful AoE spells can be in given encounters.
#6
Posté 15 octobre 2013 - 06:19
I to am a wimp who prefers to play on normal. I've never played any of my mods on hardcore but maybe I should? I like to see the deference in spells and ect.
#7
Posté 15 octobre 2013 - 06:40
All of you - LISTEN UP!
PLAY ON HARDCORE! NOW!
PLAY ON HARDCORE! NOW!
#8
Guest_Iveforgotmypassword_*
Posté 15 octobre 2013 - 06:40
Guest_Iveforgotmypassword_*
There's a thing in the character behaviour window that enables you to turn off/reduce spell damage does this effect hard core rules ?
Because if it does I'd be tempted to have a go just to check critical hits and things like that as there's no way I can redesign areas to reduce "friendly fire" when you have dungeons, taverns, houses and other areas where the fighting's up close and an evoking sorcerer at your side. It would mean rebalancing everything to take into consideration that the party pyromaniac only does magic missiles and can't hit a whole heap of baddies at once.
Then if you did make it friendly fire proof and somebody plays on normal they'd find it too easy, so that's why I wondered about faster level increases for hardcore players.
Because if it does I'd be tempted to have a go just to check critical hits and things like that as there's no way I can redesign areas to reduce "friendly fire" when you have dungeons, taverns, houses and other areas where the fighting's up close and an evoking sorcerer at your side. It would mean rebalancing everything to take into consideration that the party pyromaniac only does magic missiles and can't hit a whole heap of baddies at once.
Then if you did make it friendly fire proof and somebody plays on normal they'd find it too easy, so that's why I wondered about faster level increases for hardcore players.
Modifié par Iveforgotmypassword, 15 octobre 2013 - 06:42 .
#9
Guest_Iveforgotmypassword_*
Posté 15 octobre 2013 - 06:44
Guest_Iveforgotmypassword_*
I_Raps.. I'm trying to do a no death for anybody at all run through on normal and that's hardcore to me.
#10
Posté 15 octobre 2013 - 06:46
p.s. It should not make the slightest bit of difference for crashing/freezing. The same number and type of spells fly. Furthermore - if you can play MOTB with the insane number of spellcasters tossing high level spells with exotic effects, nothing in any non-Epic mod or OC should cause any overload.
I have had my share of freezes, but I'm reasonably sure it's not from spell effects. I can freeze doing something as mundane as stepping out of a crypt and clicking to talk to an npc before the game is able to handle the geometry of Black Lake. I have frozen a time or two just closing or opening a character sheet or inventory. The freezes are most likely common errors like out of range or divide by zero or calling non-existent handles.
The only place that I will definitely lay freeze problems on spells is coming back to the Coven from the Dreamscape; you're wise to pause that instantly and let the computer catch up.
I have had my share of freezes, but I'm reasonably sure it's not from spell effects. I can freeze doing something as mundane as stepping out of a crypt and clicking to talk to an npc before the game is able to handle the geometry of Black Lake. I have frozen a time or two just closing or opening a character sheet or inventory. The freezes are most likely common errors like out of range or divide by zero or calling non-existent handles.
The only place that I will definitely lay freeze problems on spells is coming back to the Coven from the Dreamscape; you're wise to pause that instantly and let the computer catch up.
Modifié par I_Raps, 15 octobre 2013 - 06:48 .
#11
Posté 15 octobre 2013 - 07:02
If you mean what I think you mean, no. That simply tells AI-controlled caster companions to be careful and not throw a fireball if their companions are in the way. Or at least it's supposed to do that.Iveforgotmypassword wrote...
There's a thing in the character behaviour window that enables you to turn off/reduce spell damage does this effect hard core rules ?
There's another option which is basically the same for enemies. If you don't mind enemies throwing fireballs on top of other enemies, you can turn it on.
And yes, I'm willing to try your module on hardcore when it comes out. On the plus side, it's monk-based IIRC, and monks shouldn't have many problems evading fireballs. I don't know about the possible companions.
By the way, the fights I mentioned (where the game crashed) also had a number of enemies in them. Not the most I've seen in the game, but quite a few. I guess that, in combination with two wizards casting spells, doesn't help preventing crashes. Or maybe there's something else in those fights which was causing the crash. (For anyone who have played BGR, I'm talking about the bandit fights, when you need to find the location of their camp and might fight groups of them).
#12
Posté 15 octobre 2013 - 07:18
From a script perspective, five constants are defined in nwscript.nss (the main file that describes hardcoded functions)
What this means is that, surprise surprise, extra effort can be used to make a module more multi-difficulty compatible. (eg. the Boss could surrender at 10% hp on #4, but at 50% hp on say #2 or less). As well as hardcoded effects like I think double damage etc. on Very Difficult (hardcore is actually "core_rules" and "very difficult" is tuffer) some effects are scripted to be easier or harder depending on those constants. For example, in 'nw_i0_spells' there are two functions
GetScaledDuration() - hostile spells decrease in duration as difficulty becomes easier.
GetScaledEffect() - some of the more powerful hostile mindspells like Confuse and Paralyze become less harmful, turning into Dazed or a simple attack decrease.
I believe the AoE hurts-friendly code happens in GetIsStandardHostileTarget(), again by using those constants above, which eventually get called by many spellscripts. The constants are strewn here and there but not with great consistency in my estimation. I think most of the consequences are hardcoded, but I'll give one last glaring case: DoPetrification()
Flesh to Stone: if Core or Difficult, die. popup, Load!
if very easy, easy, or normal; it wears off after a duration.
int GAME_DIFFICULTY_VERY_EASY = 0; int GAME_DIFFICULTY_EASY = 1; int GAME_DIFFICULTY_NORMAL = 2; int GAME_DIFFICULTY_CORE_RULES = 3; int GAME_DIFFICULTY_DIFFICULT = 4;
What this means is that, surprise surprise, extra effort can be used to make a module more multi-difficulty compatible. (eg. the Boss could surrender at 10% hp on #4, but at 50% hp on say #2 or less). As well as hardcoded effects like I think double damage etc. on Very Difficult (hardcore is actually "core_rules" and "very difficult" is tuffer) some effects are scripted to be easier or harder depending on those constants. For example, in 'nw_i0_spells' there are two functions
GetScaledDuration() - hostile spells decrease in duration as difficulty becomes easier.
GetScaledEffect() - some of the more powerful hostile mindspells like Confuse and Paralyze become less harmful, turning into Dazed or a simple attack decrease.
I believe the AoE hurts-friendly code happens in GetIsStandardHostileTarget(), again by using those constants above, which eventually get called by many spellscripts. The constants are strewn here and there but not with great consistency in my estimation. I think most of the consequences are hardcoded, but I'll give one last glaring case: DoPetrification()
Flesh to Stone: if Core or Difficult, die. popup, Load!
if very easy, easy, or normal; it wears off after a duration.
#13
Guest_Iveforgotmypassword_*
Posté 15 octobre 2013 - 07:21
Guest_Iveforgotmypassword_*
Arkalezth.. That's a shame I like the sound of enemies blowing themselves up but not the other way around so I'll give my hardcore test a miss and wait for the angry reports telling me the sorcerer shredded the party with a meteor swarm at a crucial moment.. Only kidding I'm sure your robed brother/sister will be fine it's not that hard if I can survive unscathed.
I_Raps.. That's reassuring I was considering turning off some enemy spells in more heavily populated areas also the pause for computer catch up plan is a good one and I'll remember that for the future when I see all hell breaking loose in a module.
I_Raps.. That's reassuring I was considering turning off some enemy spells in more heavily populated areas also the pause for computer catch up plan is a good one and I'll remember that for the future when I see all hell breaking loose in a module.
#14
Guest_Iveforgotmypassword_*
Posté 15 octobre 2013 - 07:28
Guest_Iveforgotmypassword_*
kevL.. Interesting so with a few scripts put on npcs you could make baddies that hit you harder die earlier I like the sound of that.
#15
Posté 15 octobre 2013 - 07:32
Uh...I guess since we're all reporting what difficulty we play at, I typically play (and always test my module) at "very difficult" (the highest).
#16
Guest_Iveforgotmypassword_*
Posté 15 octobre 2013 - 08:07
Guest_Iveforgotmypassword_*
That's way out of my league I'd wear the respawn out ! But I can see the merits in testing at that level as a just about possible struggle at the highest setting would be a good indication of balance.. I wont be doing it though because I'll still be on the first module at Christmas time.
#17
Posté 15 octobre 2013 - 09:00
My input on critical hits: They're retarded. Really. The way I would deal with them as a builder is equipping my enemy NPCs with 2x crit damage weapons whenever possible, i.e. making them as close to nonexistent as I can. There's simply nothing fun, challenging, or in any other way engaging about having unlucky scythe crits shred your dudes and force a reload.
If you want to give people different amounts of xp depending on their difficulty you could use SetModuleXPScale with the stuff KevL posted. A lot less hassle than installing different files.
If you want to give people different amounts of xp depending on their difficulty you could use SetModuleXPScale with the stuff KevL posted. A lot less hassle than installing different files.
#18
Posté 16 octobre 2013 - 02:44
You can always balance out your one-hit scythe-maniac bad guys by giving them low AC, making them good Power Attack targets. Then you can potentially one-hit them before they do it to you. Another option is to give them low reflex saves so that entangle or web are highly likely to hold them back.
Basically give your players several ways to avoid being instagibbed, provided they employ some sort of strategy other than 'run head-long into melee combat' (which is a perfectly valid strategy for the OC played under normal mode, unfortunately).
Basically give your players several ways to avoid being instagibbed, provided they employ some sort of strategy other than 'run head-long into melee combat' (which is a perfectly valid strategy for the OC played under normal mode, unfortunately).
#19
Posté 16 octobre 2013 - 06:09
If the situation allows dealing with that 50 STR scythe minotaur in a way where it never gets into melee, then sure, it can be perfectly balanced to have it to crit you for 300 as a penalty for failing to entangle it or whatever. Then again there's no reason you can't also just give it a greatsword or a warmace and have it do even more base damage if you intend for it be an enemy who will annihiliate anything in melee. Those kinds of specialty encounters aren't what I'm talking about though.
The point is that high multiplier crits turn enemies that should not own you in less than a round into, well, enemies that own you in less than a round. The only way you can counteract that as a builder is totally gimp their base damage or AB, which means those enemies are now only balanced when they do egt a lucky crit. It sucks no matter what.
The point is that high multiplier crits turn enemies that should not own you in less than a round into, well, enemies that own you in less than a round. The only way you can counteract that as a builder is totally gimp their base damage or AB, which means those enemies are now only balanced when they do egt a lucky crit. It sucks no matter what.
#20
Posté 16 octobre 2013 - 06:13
You know, there's a lvl 2 spell that utterly prevents crits, if you see a problem ahead.
#21
Posté 16 octobre 2013 - 06:47
Doesn't negate anything I said about them being a bad mechanic. Same thing with instant death effects.
Modifié par manageri, 16 octobre 2013 - 06:48 .
#22
Posté 16 octobre 2013 - 02:23
manageri wrote...
Doesn't negate anything I said about them being a bad mechanic. Same thing with instant death effects.
Actually, it does.
That's kind of the point of spells - to aid you in certain situations. Living Undeath is a perfect answer to enemies whose critical hits can tip the balance of an encounter against you. As are a bunch of other spells such as damage reduction, ehterialness, disabling spells, holds, paralysis, whatever you need to make an encounter tip in your favor.
Now, insta-death, hey, I'm with you on that one. As a longtime EQ guy, I hated when the devs resorted to that tactic to "balance" an encounter (looking at you Cazic Thule). That's just unfun.
But critical hits.. seem fair to me. You and your party get them. And there are ways to deal with them.
#23
Posté 16 octobre 2013 - 03:08
No, there often aren't ways to deal with a few lucky gigantic 3x or 4x incoming crits. That's a simple mathematical fact in this game due to the relatively high damage to hp pool ratio (before really high levels at least, which most modules aren't), and the fact that defense in this system is so heavily about avoidance rather than damage reduction. Add in the easy, practically limitless healing via potions etc and damage numbers MUST be so high that a 3x crit completely messes up everything. If it doesn't then your encounter is likely pathetically easy when enemies aren't critting you. Feel free to present whatever relevant numbers you wish to prove that wrong. The only reason crits aren't generally seen as a problem is precisely because most mods, especially the official ones, are extremely forgiving.
As for living undeath, yes, that fixes the problem (assuming you guarantee/mandate a cleric's presence) just like death immunity fixes that mechanic, and it does it in the same boring way - it becomes a dull checklist with minimal player skill or engagement; You cast the right spell before the fight even started and now you win. There's a reason such highly random mechanics are not widely used in other RPGs, nor are the binary immunity ones.
As for living undeath, yes, that fixes the problem (assuming you guarantee/mandate a cleric's presence) just like death immunity fixes that mechanic, and it does it in the same boring way - it becomes a dull checklist with minimal player skill or engagement; You cast the right spell before the fight even started and now you win. There's a reason such highly random mechanics are not widely used in other RPGs, nor are the binary immunity ones.
#24
Guest_Iveforgotmypassword_*
Posté 16 octobre 2013 - 10:42
Guest_Iveforgotmypassword_*
I like instant death things especially when you're the one doing it however it can be a bit surprising to suddenly die but I don't mind too much when that happens I just try again..
I've given the PC in my mod three instant kill punches per day instead of one (which really was a bit mean when casters get loads) and make sure the sorcerer has a finger of death or two up her sleeve as soon as possible when I'm playing it.
A martial arts expert breaking somebody's neck or windpipe in one hit is actually not that unbelievable and we've all seen films where the bad wizard instantly kills his misbehaving minion for not doing what he was told so why not have it in a game as a wild card that can completely change outcomes.
I've given the PC in my mod three instant kill punches per day instead of one (which really was a bit mean when casters get loads) and make sure the sorcerer has a finger of death or two up her sleeve as soon as possible when I'm playing it.
A martial arts expert breaking somebody's neck or windpipe in one hit is actually not that unbelievable and we've all seen films where the bad wizard instantly kills his misbehaving minion for not doing what he was told so why not have it in a game as a wild card that can completely change outcomes.
Modifié par Iveforgotmypassword, 16 octobre 2013 - 10:42 .
#25
Posté 16 octobre 2013 - 10:54
The original Baldur's Gate solved the problem of enemy critical hits by making players immune to them if they were wearing a helmet (any old cheap helmet, in fact). There's no reason that a module creator can't include items that grant critical hit immunity in the same module that includes scythe-wielding weapon masters from hell. Then it's just a matter of players equipping themselves appropriately.
There are circumstances where one-hit kills by enemies are to be expected though. A giant wielding a greatsword should be able to cleave you in twain with just one hit, just as a dragon should be able to smash you to a pulp with one swipe of a claw. Being able to stand up to such enemies and survive multiple hits is highly unrealistic. Even if your magical armour can withstand the punishment, the non-magical body inside the armour wouldn't fare quite so well.
There are circumstances where one-hit kills by enemies are to be expected though. A giant wielding a greatsword should be able to cleave you in twain with just one hit, just as a dragon should be able to smash you to a pulp with one swipe of a claw. Being able to stand up to such enemies and survive multiple hits is highly unrealistic. Even if your magical armour can withstand the punishment, the non-magical body inside the armour wouldn't fare quite so well.





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