Difficulty - How hard/easy should it be?
#26
Posté 26 juillet 2014 - 07:14
- Nerevar-as et Icy Magebane aiment ceci
#27
Posté 26 juillet 2014 - 07:31
Nightmare should be hard i don´t want them to make it a cakewalk like me3 insanity. I want it to be a challenge to beat and not make it easy for noobs.
#28
Posté 27 juillet 2014 - 05:27
I'd like bioware to give us a difficulty mode that is equivalent to the old D&D games core rules. Same rules for the player and the enemies no buffed or debuffed hp and damage.
This.
And on higher difficulty setting enemies (humanoid) should be smarter not a hundred times healthier than your character. Like in Baldur's Gate with SCS - they should use same abilities, items, combos.
#29
Posté 27 juillet 2014 - 06:14
Also, I hated how in DA2, random mercenaries got "fire immunity" or whatever on Nightmare. It seemed rather arbitrary that all Kirkwall mercs were immune to fire. But they did seem to all shop at the same tailor, so it may have been legit.
Anyway, I'm in favor of elemental resistances being randomly dispersed, especially on Nightmare, so that things don't get predictable. Boss and Elite Bosses would always have at least one immunity, but I'd have random lieutenants have high resistance to a random element or a very, very small chance of spawning with an immunity. This is basically how I'd represent enemies having runes in their equipment or enchanted gear... that should not be exclusive to players.
Obviously some immunities would be standardized, as in the case of rage demons... human enemies should have an element of randomness to them, however, so that combat doesn't grow predictable and repetitive.
#30
Posté 27 juillet 2014 - 08:27
The better parts of nightmare were the assassins being able to do things like steal health potions.
#31
Posté 27 juillet 2014 - 08:36
This.
And on higher difficulty setting enemies (humanoid) should be smarter not a hundred times healthier than your character. Like in Baldur's Gate with SCS - they should use same abilities, items, combos.
Sadly there is no way to be "smarter" in the game. They are a mob and mobs win by overwhelming numbers. What harder means is more hit points. The games always have the same or similar skills to you. DAO used your own tools against you - the first time I got scattershot pissed me off to no end. DA2 had various abilities you didn't even have access to - I'm looking at you Arcane Horror.
Frankly I'm not sure what "smarter" would would mean in the DA world. Combat is so brainless that it isn't like they need to maneuver - and there is no advanatge to flanking your warrior for example. You control aggro with various abilties so they can't be smarter about targeting. The really clever foe would all target the same foe since there is no wounded only alive or dead so killing "a" party member is infinately better than wearing 4 down by 25%. This isn't a wargame with complex line of sight/zone of control/supply/morale or any other issues that might contribuet to tactics it is a pretty flat on combat system.
#32
Posté 27 juillet 2014 - 09:34
Frankly I'm not sure what "smarter" would would mean in the DA world.
They could Silence spellcasters, make use of power combos, use quick disables or stuns to disrupt abilities or spells that have startup animations, use Walking Bomb on their own near-death allies, dispel buffs etc.
Not to mention line of sight is indeed an important and abusable mechanic in DA but that could get out of hand if enemies manipulated it in the same way.
- Neon Rising Winter, Nukekitten, Icy Magebane et 1 autre aiment ceci
#33
Posté 27 juillet 2014 - 10:16
I for one am happy to play on Normal as I've had a few concussions from my problem with Parkinson's so my brain works abit slower and am happy DA puts in the spacebar for pausing the action.
Here's an idea put in the games selection area to turn off spacebar pausing an keep it real time for those looking for a challenge or incorporate an Ironman Mode where you can't save until you return to your home keep and health and mana potions only give you about half the normal heals of that of other difficulty's and the cool down is 1 minute.
- Magdalena11 aime ceci
#34
Posté 27 juillet 2014 - 10:53
I like combat encounters focused on quality rather than quantity. Good examples are party vs. party fights in BG. Mobs are useful when there is no instan regen after combat. Should enemies use salves, balms, bombs (if they are generated in their inventory)? Their resistances do not need to be static. It would be smart to use warmth balm before entering an inferno. What is your opinion?
I prefer fair and symmetric rules and RTwP or turn based combat. Ironman Mode is interesting.
#35
Posté 27 juillet 2014 - 11:11
They could Silence spellcasters, make use of power combos, use quick disables or stuns to disrupt abilities or spells that have startup animations, use Walking Bomb on their own near-death allies, dispel buffs etc.
Not to mention line of sight is indeed an important and abusable mechanic in DA but that could get out of hand if enemies manipulated it in the same way.
Well they do use disruptions, knockbacks, sustained skills and such. They might not have silence but generally they seem to use the skills at their disposal. In DA2, the mages use of force field early in the fight was an example of bad tactics - since it allowed me to strip away their minions while they were fielded and then hammer them when they came back. LOS doesn't matter because everything is LOS, there is no real terrain effect and even if there is it isn't like you are gonna reverse slope something in DA.
In other words, the problem with the fights isn't that they don't use powers it is that the foes are trash. Hurlocks use warcry....but they are still cannon fodder. My hatred of almost all RPG combat in cRPG's is that 95% of the fights you are in are NOT designed to kill you. They are there to give you XP. Boss fights are designed to kill but most things you know you won't die.
#36
Posté 27 juillet 2014 - 11:29
Well they do use disruptions, knockbacks, sustained skills and such. They might not have silence but generally they seem to use the skills at their disposal. In DA2, the mages use of force field early in the fight was an example of bad tactics - since it allowed me to strip away their minions while they were fielded and then hammer them when they came back. .
It's not just whether or not they do use them, but how they use them and when. Your own example with the DA2 mage is an example of them having abilities, but not really knowing how to use them effectively. Not to mention that the asymmetrical combat meant that every boss level enemy had 2 or 3 abilities at most.
LOS doesn't matter because everything is LOS, there is no real terrain effect and even if there is it isn't like you are gonna reverse slope something in DA.
Being able to funnel ranged enemies out of their safe-zones and using choke points relies (or at least partially in the latter case) on abusing LOS.
#37
Posté 27 juillet 2014 - 11:47
Personally I feel that on "normal" difficulty we should be able to win any fight with any party composition so if i wanted to do it with 4 rogues that should be doable. It might be a bit harder than with a balanced party of tank-heal-dps but that's fine.
I can only speak for what I want to see out of a hardest difficulty, because that's how I play.
Actually, from Mike Tipul's twitter, there is a really good quote from what makes a good difficulty.
@gausswerks @tipul "good" difficulty adds layers of "it depends" to strategy, requires artistry in physical performance.
#38
Posté 28 juillet 2014 - 12:11
I like combat encounters focused on quality rather than quantity. Good examples are party vs. party fights in BG. Mobs are useful when there is no instan regen after combat. Should enemies use salves, balms, bombs (if they are generated in their inventory)? Their resistances do not need to be static. It would be smart to use warmth balm before entering an inferno. What is your opinion?
I prefer fair and symmetric rules and RTwP or turn based combat. Ironman Mode is interesting.
I think that's a great idea because it makes the encounters less predictable while giving the enemy more ways to survive the party's attacks. Realistically, a lieutenant level bandit would have spent some of his loot on a few emergency potions... or maybe just stolen them at some point. In a world so heavily influenced by magic, you'd think that bandits would consider protecting themselves from supernatural forces...
#39
Posté 28 juillet 2014 - 01:41
It's not just whether or not they do use them, but how they use them and when. Your own example with the DA2 mage is an example of them having abilities, but not really knowing how to use them effectively. Not to mention that the asymmetrical combat meant that every boss level enemy had 2 or 3 abilities at most.
Being able to funnel ranged enemies out of their safe-zones and using choke points relies (or at least partially in the latter case) on abusing LOS.
Well but using them right isn't really about difficulty, you should never use a power wrong - ala the DA2 mages. That doesn't work at any level of difficulty. Using proper tactics should apply to all levels how devestating the use of those powers is is about difficulty. Maybe difficulty could be how many "skill" points a level X guy gets for example so they have 6 skills points at nightmare rather than 3 at normal so they have more to choose from.
There are some LOS effects but very nominal and simplistic compared to actual elevation and terrain effects not to mention differences in cover vs concealment that you would get in a more tactical game. I don't think that is where the AI is gonna get the "edge" you -and honestly I - an looking for. I do not want to fight trash mobs. I'd rather fight a group of 5 people a lot like my characters rather than 15 genlocks.
#40
Posté 28 juillet 2014 - 03:41
Normal needs to be Easy because people are reluctant to switch to Easy.
People and their delusions, eh?
#41
Posté 31 juillet 2014 - 11:57
Dear Bioware,
Thanks for the recent combat video, it has gone a long way to alleviate my lingering doubts. From the looks of the video you could still completely play the entire game in third person action view, but it seems if I just switch to overhead view, I will be getting the challenge I am hoping for.
Link for video:
I truly hope that the next instalment of MassEffect gets the same treatment that DA:I has, it looks truly epic :-)
Thanks again and kind regards.
Cheers
Nimos
#42
Posté 11 août 2014 - 02:37
I loved ME 3 because you had everything from "God Mode" (so easy it's almost impossible to die) to Nightmare with everything in between. I love starting out at an easy setting so that I can really get into the story and then as I become more proficient at the game mechanics move it up to a harder setting for a more challenging play.
I even loved Narrative because it was a blast to run around once in awhile and Rambo the enemy down.
So I'm for as many different levels of difficulty as Bioware can stuff into the game.
#43
Posté 11 août 2014 - 03:09
Mass effect 3 isnt really a good example of good difficulty. Due to consolification it was cover = immunity, out of cover = 1-3 seconds before death. It didnt make the game harder, just longer.
As for DA:I difficulty, i expect nightmare to be so hard that you will need tacitcal view, nice team combo, good stat-allocation strategy, heavy gear customization/crafting, excellent battle awareness and all tools given like traps, poisons etc. to even stand a chance.
Will probably do the first playthrough on hard though, to get used to the game.
#44
Guest_L42_*
Posté 11 août 2014 - 05:09
Guest_L42_*
Normal- the tough opponent now is immune to toothpick, you need a special weapon this time, your party stops to party, the dragon has grown up
Hard- undead appear, they have Protection spells and bathed in sun protection creme
Nightmare- you lose half of your hp when you meet the Gaze of a lich in his underwear, activate the cheat console if you Must and kill him with the toothpick
#45
Posté 11 août 2014 - 05:41
I feel Hard mode, should be obviously challenging, but maybe not for players who have experienced the past two games, Normal should be hard, but not as challenging as hard, and not as easy as easy. Easy mode, should be a breeze for players as not have players rage quit the game and never play it again, have easy as an opportunity to get past something to challenging for the other modes.
#46
Posté 11 août 2014 - 06:21
Easy probably should be more slasher way. No tactic just run through the game waving your whatever at all directions. I would like Hard to be a tactical mode of the game where you have to think what you doying and what spells to use, and having a good gear depending maybe on moster types, damage they dealing etc. Just increasing monster ress and hp will do nothing here, maybe just frustrate you a bit. I will probably start with Hard couse normal difficulty these days is usually the easy one:)
#47
Posté 11 août 2014 - 07:59
I reckon "normal" was a nice setting in Origins. It let me enjoy the fight both in tactical and action modes. Battles with normal enemies were easy. Bosses were just hard enough to make me think.
#48
Posté 12 août 2014 - 12:37
for me it should be
Easy - can be played 'live' without lots of pausing and tactical. Player character only controlled.
Normal - need to updated those tactics and pay more attention to what the party members are doing
Hard - a lot more pausing and tactics, need to know all your party members spells and combos, take optimal party class mix
Nightmare - like hard but turned up to 11
#49
Posté 12 août 2014 - 12:48
Narrative
Casual/easy
Normal
Hardcore/Veteran
Nightmare
Frustration difficulty causing a player to throw controller or mouse/keyboard at screen.
#50
Posté 12 août 2014 - 02:34
I found the strangely, and usually arbitrarily, elemental immunity on Nightmare in DA2 to be more annoying than 'challenging.'
The better parts of nightmare were the assassins being able to do things like steal health potions.
Give me arbitrary immunity any day. If that assassin stole the health potion the round before I killed it, I want to find it on its body next time. Sorry, hit a pet peeve. I'll go take an aspirin.





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