Title: Difficulty of the abyss Post by: perk31 on April 09, 2005, 04:45:25 PM Just wondering how everyone feels about the difficulty of the various areas and the XP that is being handed out.
I want the difficulty to encourage the use of potions, clerics, and adventuring in parties, but I don't want to overwhelm the players, especially in the low level areas. Title: Difficulty of the abyss Post by: Drakaen on April 10, 2005, 02:08:43 AM well low lvl cretures near the strating areas then it get harder the farther they go or something like that
Title: Difficulty of the abyss Post by: atebatsam on April 12, 2005, 01:59:19 PM so far i think the overall difficulty for lvl 3 or below chars is pretty decent. Things should be slightly on the harder side as to encourage groups, potion use, etc, especially when a char first starts out (hes not a hero yet...) Not at all sure how to script, but is there a way to make the spawns relative to lvl orfcharacter or avg party level? Some areas could spawn 'more difficult' monsters in general, while others easier, although the goblin caves should always spawn weak goblins :)
Title: Difficulty of the abyss Post by: perk31 on April 12, 2005, 02:34:30 PM The standard encounter system will spawn based upon the avg lvl of the party but it is extremely limited. The pirate caves are currently using the standard system.
The goblin caves and all extenal areas that don't have a proper name are using the bessie system. It will spawn based on the party level and has some nice features but I've cut the spawns down in the external areas to low level animals only. Higher level players where spawning creatures that have no right to be running around in the open and half of them could not be hit with a standard weapon. NESS is being used everywhere else because of its features, unfortunately it can not spawn based upon level. There is an add-on from LOK that is supposed to do this and it was my intention to use it but then I started designing areas with specific levels in mind and I haven't tested it yet. Title: Difficulty of the abyss Post by: Podilarius on April 20, 2005, 10:00:35 PM How is the difficulty been since we put in the death/respawn system in? Are you getting enough money to get the heals you need? I have been playing as a regular character and I have found you need to pay attention to what you are killing. So far I like the way it is playing at the level I am. I haven't tried the new areas yet ... but I know we are paying attention to the level of the PC through out the areas we are building.
Title: Difficulty of the abyss Post by: perk31 on April 21, 2005, 07:21:52 AM I try to play each area with a variety of classes around the level I think I've designed the area for. My goal is to make an area burn through a number of heals and promote a diversified party. If you feel like any of the areas should be changed make sure you post it.
The one thing I don't like is that you never have any variety in the crafted areas. Obviously you would not expect lizardmen in a dwarven mine but once you are past a certain level these areas loose any appeal. Title: Difficulty of the abyss Post by: atebatsam on April 21, 2005, 02:58:39 PM monsters can still respawn insanely fast sometimes, at least imo, although i've yet to really try anything non-solo. i do like how the 'bosses' are a lot harder, at least thats how it was in the goblin caves, and i've yet to kill that pirate...
Title: Difficulty of the abyss Post by: perk31 on April 21, 2005, 04:36:43 PM Yeah there is some weirdness with the spawn system not consistently applying the delay I've set in processing spawn points. My intent was for most everything to re-spawn every 5 minutes. I have another method of doing this which I've used in the two lower levels of the dwarven mines but it adds overhead.
I'm glad you like the bosses. That pirate is now part of a quest and has some additional help. :twisted: |