View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005728 | Valley 1 | Suggestion - Balancing Issues | Feb 10, 2012 10:21 am | Feb 18, 2012 8:35 pm | |
Reporter | Toll | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.573 | ||||
Summary | 0005728: Battlefield missions - Too easy? | ||||
Description | I have played a few battlefield missions now, and I must say, they seem somewhat too easy. The first time, I did it the "right" way; I killed the enemies as they came, hiding behind my own troops. I didn't time it, but I'd estimate it took 10-15 minutes, perhaps. The second time, I did the same, only I got bored halfway in and jumped over the enemy forces and attacked the enemy HQ directly, dodging what shots I could and the health drops provided the healing I needed for the rest. The third, I just skipped over the enemy forces altogether, focusing entirely on the HQ. This doesn't quite seem as intended. Unfortunately, I don't have any specific suggestions to give with regards to fixing this issue. As I said, when you play it "right", it seems pretty well-balanced. Perhaps there could be some timer that says enemies can only arrive once every few seconds (right now, it seems they spawn immediately when they're killed) and whenever you attack the HQ with enemies around, the enemies are damaged instead? It seems like a clunky solution though. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I think the issue over them being easy, which they are, is that they are boring (especially as they limit which spells you can use), so you don't really want to play them the "right" way... as a brief brainstorm i'd say copy the model from UT2K4, have multiple paths with points that need to be captured before you can attack the main base, as well as having the main base be sufficiently hard to attack that you will want the aid of the ally cannon fodder. |
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I think part of the problem here is that health drops are overpowered, so you can just ignore the enemies. Before the recent buff to health drops I remember them being rather more intense; if you charged out in front of your own lines, you lost health really fast, but if you hid your allies went down quickly; so you had to make a balance. That said, adding more of a mix of enemies --- perhaps including some specially powerful melee enemies to guard the base --- would mix things up a bit. |
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Hopefully solved by now? |
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I'm rather satisfied with it at the moment, but I've also advanced to tier 5 (meaning I've got probes that take forever to kill as well as those huge honking things I can't remember the name of). Unsure how it is on tier 1-4 though. |
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Cool -- well, this will continue to evolve with time, but for now I think the core complaint is addressed at least. On the lower tiers I'm finding it relatively easier, but that's the point. On tier 1 on your second continent you'll still have all those wicked extra monsters there, so it won't be any easier than it is for you now at tier 5. Having a difficulty that ramps up is definitely a goal. |
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Yeah, having the same experience at tier two; ddef not too easy. I haven't managed to beat one of these yet, but I'm hoping that with seize I might be able to make a bigger dent in them. |
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With enchants working properly in the next version, that should also help. |
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Cool! I'm not complaining, anyway; it's a cool challenge. Haven't tried with probes dropping health either, and I can always drop down to hero if it keeps kicking my ass. That said, should lots of probes and crawlers be appearing at tier two? It's not very difficult to unlock those enemies, and probes especially create a huge step up in difficulty which might be offputting to new players. I might suggest limiting it to one probe, or at least one probe at a time, for continent one tier two. |
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Well, the battlefield missions are really meant to be pretty intense -- a lot of the other mission types coming are less so. I imagine this will work out without having to limit those, but it's a bit early to judge yet. |
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Fair enough. At any rate, could I suggest this as something to get feedback from a new player on before 1.0? |
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Yep, we have several players we're holding back to get their blind feedback on things when things are closer. |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 10, 2012 10:21 am | Toll | New Issue | |
Feb 10, 2012 12:00 pm | tigersfan | Internal Weight | => Feature Suggestion |
Feb 10, 2012 12:00 pm | tigersfan | Status | new => considering |
Feb 10, 2012 12:26 pm | Terraziel | Note Added: 0018819 | |
Feb 10, 2012 3:11 pm | martyn_van_buren | Note Added: 0018837 | |
Feb 18, 2012 8:03 pm | Chris_McElligottPark | Note Added: 0019361 | |
Feb 18, 2012 8:03 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 18, 2012 8:03 pm | Chris_McElligottPark | Status | considering => feedback |
Feb 18, 2012 8:06 pm | Toll | Note Added: 0019363 | |
Feb 18, 2012 8:06 pm | Toll | Status | feedback => assigned |
Feb 18, 2012 8:14 pm | Chris_McElligottPark | Note Added: 0019364 | |
Feb 18, 2012 8:14 pm | Chris_McElligottPark | Status | assigned => resolved |
Feb 18, 2012 8:14 pm | Chris_McElligottPark | Resolution | open => fixed |
Feb 18, 2012 8:15 pm | martyn_van_buren | Note Added: 0019365 | |
Feb 18, 2012 8:20 pm | Chris_McElligottPark | Note Added: 0019366 | |
Feb 18, 2012 8:26 pm | martyn_van_buren | Note Added: 0019367 | |
Feb 18, 2012 8:28 pm | Chris_McElligottPark | Note Added: 0019368 | |
Feb 18, 2012 8:30 pm | martyn_van_buren | Note Added: 0019369 | |
Feb 18, 2012 8:35 pm | Chris_McElligottPark | Note Added: 0019370 |