View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005770 | Valley 1 | Suggestion - Balancing Issues | Feb 10, 2012 8:29 pm | May 21, 2012 5:03 pm | |
Reporter | martyn_van_buren | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.573 | ||||
Summary | 0005770: Nudge players toward "Master hero" difficulty | ||||
Description | We 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." | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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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) |
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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. |
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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. |
Date Modified | Username | Field | Change |
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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 |