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IDProjectCategoryLast Update
0005770Valley 1Suggestion - Balancing IssuesMay 21, 2012 5:03 pm
Reportermartyn_van_buren Assigned To 
Status consideringResolutionopen 
Product Version0.573 
Summary0005770: Nudge players toward "Master hero" difficulty
DescriptionWe just talked about this in the fora: http://www.arcengames.com/forums/index.php/topic,9814.0.html

Anyway I think you're probably right that hero as it is now is a good place to start but most players will probably wind up preferring the balance at Master Hero after a bit. I definitely waited much too long before adjusting the difficulty and I think that's likely to be a common problem unless the game tells you what X said in the fora about "I balance both games for each of these difficulties primarily, with my own skill level bounded there and others falling on both sides."
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

vadatajs

May 6, 2012 10:59 am

reporter   ~0023626

Perhaps add resource gathering incentives for higher difficulties and making it clear to the player that harder difficulty results in more (possibly quicker) reward.

IE,

1) more consciousness shards when trash defeated at higher difficulties
2) more upgrade stones when bosses/mini/micro defeated at higher difficulties
3) a chance for an extra resource when an ore/tree is harvested from the background when difficulty is at a higher setting
4) extra mission rewards? (not sure this could scale as well with as many different difficulty tiers as there are, and this might mess with progression since what spells can be taken are limited by mission ingredients)

nflftw

May 6, 2012 12:59 pm

reporter   ~0023632

I like this as well. The game will still be extremely easy on the extremely easy difficulties, and at no point would the right adjustments force anyone to go to a higher difficulty unless they so chose.

Right now, the problem is that it feels like there's an incentive, if you are the kind of person who plays more for completion versus the experience -- and I know it can't be completed, but I am talking about how to some of us it feels like a waste of time to throw yourself at something over and over again when you're not accomplishing anything -- to turn down the difficulty in those situations.

I think that's stupid and while I am one of those people, as are many people, I think, it would quite greatly enhance my enjoyment to have an incentive to play on harder difficulty levels, since there would be much less of that nudging feeling of "You know, if you just turn down the difficulty level..."

I just don't see any real downside to adjusting things this way and tons of upsides.

darkchair

May 21, 2012 5:03 pm

reporter   ~0024543

A simple way to adjust things is to simply shift every difficulty down one tier easier.
Make the current Master Hero into Hero, the current Chosen One into Master Hero, the current Hero into Skilled, etc.

Issue History

Date Modified Username Field Change
Feb 10, 2012 8:29 pm martyn_van_buren New Issue
Feb 13, 2012 6:59 am tigersfan Internal Weight => Feature Suggestion
Feb 13, 2012 6:59 am tigersfan Status new => considering
May 6, 2012 10:59 am vadatajs Note Added: 0023626
May 6, 2012 12:59 pm nflftw Note Added: 0023632
May 21, 2012 5:03 pm darkchair Note Added: 0024543