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Adventurer
GVE edits, Difficulty modifiers to improve experience.
Hello. Ive been playing on Brutal Difficulty, however it makes no sense to play on 4x Damage taken as player.
While opponents have 120-300 hp which is also too small. Single critical hit does 50-80% of opponent total HP.
And Enemy can 1 hit kill you. For example Warg does 400+ Damage Orc 400+ Damage in second Chapter on a 60 Weapon protection, lol, New Balance mod on Nightmare was a lot better than this.
playing on Normal difficulty 8 LP per level is too easy assuming that player can increase stats through other activites instead of spending LP on Stats.
I would like to change Damage Modifiers, Monsters HP modifiers, Monsters Protection Modifiers through GVE.
4 LP per lvl on Brutal setting has nailed it perfectly.
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Zitat von shadowtwinz
Hello. Ive been playing on Brutal Difficulty, however it makes no sense to play on 4x Damage taken as player.
While opponents have 120-300 hp which is also too small. Single critical hit does 50-80% of opponent total HP.
And Enemy can 1 hit kill you. For example Warg does 400+ Damage Orc 400+ Damage in second Chapter on a 60 Weapon protection, lol, New Balance mod on Nightmare was a lot better than this.
playing on Normal difficulty 8 LP per level is too easy assuming that player can increase stats through other activites instead of spending LP on Stats.
I would like to change Damage Modifiers, Monsters HP modifiers, Monsters Protection Modifiers through GVE.
4 LP per lvl on Brutal setting has nailed it perfectly.
If you don't like getting killed as quickly, you can change the variable dmgTaken_multiplier -- 400 means you take 400% damage, and 100 is used on normal difficulty. There's no easy way to adjust how much damage your opponents take.
I'm sorry you don't enjoy the balancing on that difficulty level. It's hard in Gothic to make it interesting because players can essentially figure out how not to get hit by any player. We didn't want to just needlessly drag out all fights by giving opponents more hitpoints (or reducing damage dealt by player), so we landed on the current version that forces the player to really avoid getting hit because opponents do tons of damage -- for most players, that brings back some excitement/positive stress during fights.
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Adventurer
Interesting Perspective
interesting. I always thought in my mind, that a welll balanced Challenging content should notify the player in his subconcious mind that he can win. Unintentionaly force player to strategise and make wise plan before commiting, and should not make a player feel hopeless, like he has no chance because all possible checkpoints are already fullfiled and its nowhere to improve for him.
4x damage also does put indirectly a progression block for player. Adds subconsciously progression block which affects Players experience through many different gameplay elements, like this example. Character feel weak even though he leveled up alot and obtained new armor.
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Zitat von shadowtwinz
interesting. I always thought in my mind, that a welll balanced Challenging content should notify the player in his subconcious mind that he can win. Unintentionaly force player to strategise and make wise plan before commiting, and should not make a player feel hopeless, like he has no chance because all possible checkpoints are already fullfiled and its nowhere to improve for him.
4x damage also does put indirectly a progression block for player. Adds subconsciously progression block which affects Players experience through many different gameplay elements, like this example. Character feel weak even though he leveled up alot and obtained new armor.
In this case, the "wise plan" is how to fight against a horde of enemies without taking too many hits. Theoretically, we could have tried to improve the fight AI for higher difficulties instead, but that is incredibly difficult in Gothic to do meaningfully/usefully.
You do benefit quite a bit from a better armor because it is the (final) damage that is being multiplied.
Suppose a monster has strength 50 and you have an armor with protection 20. The difference (30) is the damage, which we multiply by 4 on brutal (120). If you improve your armor from 20 to 40, the difference between monster strength and armor protection is only 10, multiplied by 4 means a damage taken of 40. Hence, with a better armor, you reduce the damage by 4 times as much as compared to normal difficulty. Of course, in practice what often matters more is how many hits you can take before you die, which depends also on your hitpoints, but is intended to be somewhere between 1 and 4 against strong opponents on brutal difficulty.
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Yes, it is surprising how many Gothic players exactly know how to avoid any hit by any enemy. There is even the "No Hit Challenge" for many mods
I found it interesting to plan ahead and may be summon a skeleton to distract the enemies while attacking form the side, retreating if needed.
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