View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004642 | Valley 1 | Balance Issue | Oct 6, 2011 7:29 pm | Jan 27, 2012 10:14 am | |
Reporter | Jerebaldo1 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | open | ||
Product Version | 0.519 | ||||
Summary | 0004642: Difficulty factor between levels higher than ideal | ||||
Description | Right now it appears that the difficulty factor (spell damage, monster hp, monster damage) is on an order of magnitude scale. I played .519 at length and just feel that this is a bit too extreme for the difficulty range that you are going for. In my opinion, the maximum +10 level curve should provide a difficult equal to what most players on medium difficult would consider "nigh-impossible to beat a miniboss [the median boss]". I am not exactly sure what that difficulty factor is or should be offhand, but my gut tells me around 4x difficulty increase at 10 levels up and 0.25x difficulty at 10 levels below or greater. I hope this isn't too onerous to change, and that it's a lovely global variable that can change everything all at once. The actual number is debatable but I think as long as it satisfies that "nigh-impossible" at 10 levels above, then level progression has reached zen. As it stands it seems that nigh impossible or why bother miniboss difficulty is reached when the level difference is only 2 or 3. With a greater range, things become less treadmill-like and extreme. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Well, this is an interesting point, and I don't pretend that the curve is perfect yet. However, you're also missing a lot of tools that you will have later on. Right now you have only the weakest spells, and you have no shield spells, and so on. Once you're better equipped, I expect the same-level stuff to be pretty trivial for most players of reasonable skill, and for the difficulty curve to be more like what you're expecting. But then again, that has to be kind of carefully managed, especially since that stuff isn't in yet. Curious what others think on this who have playtested 0.519 more than me. |
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That is encouraging, and it sounds like all the more reason to be enthused about the new content :-). However it is achieved, I will be most enthused. |
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Ideally, monsters go through a difficulty progression as well as the spells -- so potentially I just need to get it balanced better now, like you say, because the basic tools AND the basic monsters are already in place. As I add more advanced tools, I'd also add more advanced monsters, so ideally the challenge stays the same or creeps up a little based on the new monsters rather than just numbers scaling. So from THAT perspective, probably this is actually as off as you say, if there's a general consensus that things are scaling too much too fast. |
Date Modified | Username | Field | Change |
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Oct 6, 2011 7:29 pm | Jerebaldo1 | New Issue | |
Oct 6, 2011 7:34 pm | Chris_McElligottPark | Note Added: 0015982 | |
Oct 6, 2011 7:34 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 6, 2011 7:34 pm | Chris_McElligottPark | Status | new => feedback |
Oct 6, 2011 7:50 pm | Jerebaldo1 | Note Added: 0015993 | |
Oct 6, 2011 7:50 pm | Jerebaldo1 | Status | feedback => assigned |
Oct 6, 2011 7:52 pm | Chris_McElligottPark | Note Added: 0015994 | |
Jan 27, 2012 10:14 am | tigersfan | Internal Weight | => New |
Jan 27, 2012 10:14 am | tigersfan | Status | assigned => resolved |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |