View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005460 | Valley 1 | Suggestion - Balancing Issues | Jan 25, 2012 9:07 am | Jan 25, 2012 9:19 am | |
Reporter | Bluddy | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.562 | ||||
Summary | 0005460: Huge disparity between some monsters | ||||
Description | Now that there's no level gating, the player mostly chooses where to go. This means that in a sense, all monsters are now competing with each other. If any monster is significantly harder than another, and the harder monster occupies a particular area, the player can choose to always avoid that area. I think that's really the case now in terms of the espers, both lightning and water. They're very hard to take down, and with the tens of missiles they spawn, they can easily destroy you. They also seem to spawn in high numbers. It's much easier to explore other areas like ice age areas, where the dwarf skeletons and bouncing icicles aren't much of a threat. Giving the espers a much higher vulnerability than other monsters may make the difference, but they may need to shoot fewer missiles as well. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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To _some_ extent this is something we intentionally want to cultivate. For instance, the lava flats and deep are intended to be vastly higher difficulty of areas. And as you start unlocking more monsters, most of those will be harder in some fashion than the ones you started the game with, therefore matching your rise in skill as you play. On the other hand, one of the things we intend to do with the tier system is to make it so that monster behaviors and attributes change with each tier to be appropriately more/less difficult in ways other than just baseline stats. For espers on lower tiers, for instance, we really need to make them have lower numbers of shots as you say, and then on their highest tiers they'd scale up to what they are doing now. In a generalized sense, we've really only barely scratched the surface of what we want to do with the monster scaling for tiers, so feedback on how specific monsters need to scale with tier is definitely welcome. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 25, 2012 9:07 am | Bluddy | New Issue | |
Jan 25, 2012 9:13 am | tigersfan | Internal Weight | => Feature Suggestion |
Jan 25, 2012 9:13 am | tigersfan | Status | new => considering |
Jan 25, 2012 9:19 am | Chris_McElligottPark | Note Added: 0018075 |