View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007151 | Valley 1 | Suggestion - Balancing Issues | Apr 18, 2012 12:13 pm | Apr 18, 2012 1:24 pm | |
Reporter | Archenium | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.931 | ||||
Summary | 0007151: Continental health and attack inceases | ||||
Description | Are ridiculously out of place in multiplayer servers with 5+ continents. New players would be subject to creatures with 500+ health and 50+ damage a hit. Tier 3 sea worms alone have 8000+ health and do 60 damage a hit without damage reduction enchants, all the while giving only 6 health when eventually (its a long process with creeping death nerfed) killed. I play on hero difficulty on the multiplayer server, as my character is fully upgraded and has good enchants, but my exploration rate has slowed from several map chunks to maybe one or two, depending on how many buildings there are in each chunk. Perhaps the multiplayer bonuses the creatures get could be player specific as to how many active continents the player has been on? Regardless, I no longer want to play with others because I know it would ramp up the health and damage of all the creatures in the same area, somewhat ruining multiplayer for me. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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In multiplayer, there's no reason for you to be at a disadvantage based on what others have done. Enchant points and all the stuff for spells are all global. One change you might like that's already in for the next version is this: * If you have a big enough backlog of enchant points (probably due to having run out of inventory space, or from joining a multiplayer server after a while, or simply in multiplayer if other players have picked up a ton of enchant points since you last collected one), and have space for multiple enchants, and pick up an enchant container it will generate multiple enchants until the progress falls below 100% or you run out of room. That catches players up faster, without their having to go through a thousand enchant containers before they are ready to fight the other stuff. But beyond that, if you're going to jump into an advanced server that is on continent 5, in general you need to be prepared to deal with more complexity and difficulty -- either worlds change in difficulty or they don't. And they need to, or for experienced players things just get vastly too easy over time. Regarding a few comments in particular: "New players would be subject to creatures with 500+ health and 50+ damage a hit." Which is fine, if they've equipped proper enchants. They'll have exactly the same number of enchants as long-time players on that server as soon as they get one enchant container, starting next version (as it is now, it's one per enchant container, so that was definitely too slow). "Tier 3 sea worms alone have 8000+ health and do 60 damage a hit without damage reduction enchants, all the while giving only 6 health when eventually (its a long process with creeping death nerfed) killed." Sea worms in general were designed to be avoided rather than killed. And "without damage reduction enchants" is missing the point -- if you're playing without those on a later continent, that's your problem. The whole point of the difficulty increases with continents is to offset all those enchants that everyone has. "I play on hero difficulty on the multiplayer server, as my character is fully upgraded and has good enchants, but my exploration rate has slowed from several map chunks to maybe one or two, depending on how many buildings there are in each chunk." That's really a separate matter. Whether the enemy stat increases are balanced in general is another topic and perhaps best for the forums at this point. I'm not claiming they are perfect, I just started with one value as my best guess. However, my point in closing this particular issue is that multiplayer or solo makes no difference. It's either right or wrong for both of them, regardless. "Perhaps the multiplayer bonuses the creatures get could be player specific as to how many active continents the player has been on?" Given that you have all the enchants from even areas you haven't been to, that would be rather unfair in your favor. "Regardless, I no longer want to play with others because I know it would ramp up the health and damage of all the creatures in the same area, somewhat ruining multiplayer for me." I'm not really understanding this comment. Nothing changed there anytime recently. In terms of the health increasing for other enemies in the same area as other players, that's always been there and that's kind of important. When two players are there, they can deal 2x as much damage. If the enemies die twice as fast, it's ridiculously easy. Nothing's new on this front lately. |
Date Modified | Username | Field | Change |
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Apr 18, 2012 12:13 pm | Archenium | New Issue | |
Apr 18, 2012 12:14 pm | tigersfan | Internal Weight | => Feature Suggestion |
Apr 18, 2012 12:14 pm | tigersfan | Status | new => considering |
Apr 18, 2012 1:24 pm | Chris_McElligottPark | Note Added: 0022305 | |
Apr 18, 2012 1:24 pm | Chris_McElligottPark | Status | considering => closed |
Apr 18, 2012 1:24 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 18, 2012 1:24 pm | Chris_McElligottPark | Resolution | open => won't fix |