Boeroer Posted August 20, 2018 Posted August 20, 2018 Try to bite your nose while it's still attached to your face... Deadfire Community Patch: Nexus Mods
Boeroer Posted August 20, 2018 Posted August 20, 2018 That's you? Hahahahaha! Deadfire Community Patch: Nexus Mods
Amentep Posted August 20, 2018 Posted August 20, 2018 Please discuss the topic. If this topic is exhausted, I can close it. 1 I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man
MaxQuest Posted August 20, 2018 Posted August 20, 2018 Do we want to see the game made harder on POTD on the late levels?To answer the question in the thread title: yeap, would like to see PotD made harder on the late levels. Because I like character-building and testing the party composition vs hard bosses and bounties. But do agree that Obsidian investing time in something that would affect only 5-10% of players might be not as efficient as putting time into something that would benefit all players. So a question arises: if the late game is easy on PotD for PotD players, is it also easy for non-PotD players on lower difficulties? If yes: - then this difficulty curve thing affects a larger playerbase; and it would be nice to see it tuned. If not: - then leave the majority of enemies as they are. And only tune-up 2-3 "bosses", such that there will be no need for these quotation marks. P.S. Btw, KaineParker made a nice remark about grazing. Increasing all defenses/AR by a fixed amount only leads to a longer time-to-kill and mostly adds tedium rather than a tactical challenge. Imo, strong enemies require asymetric defenses/AR bonuses, different offenses/behaviour and smarter AI in order to feel unique and fun. 3 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
Elizer Posted August 20, 2018 Posted August 20, 2018 I believe instead of them increasing the number of enemies per an encounter, they should just improve the AI's of the enemy. There is no point of having a bigger group of enemies, when they are all stupid. They could also add legendary weapons on some enemies, to make battles harder, 1
Teclis23 Posted August 21, 2018 Author Posted August 21, 2018 They cant improve the AI. They AI is allready at what they can do best.
Elizer Posted August 21, 2018 Posted August 21, 2018 They cant improve the AI. They AI is allready at what they can do best. Settling for what you can only do isn't a good reason, how do you have a group of mod makers who can make more and better AI options? That just sounds like someones being lazy IMO
Erik Dirk Posted August 21, 2018 Posted August 21, 2018 Do we want to see the game made harder on POTD on the late levels? But do agree that Obsidian investing time in something that would affect only 5-10% of players might be not as efficient as putting time into something that would benefit all players. So a question arises: if the late game is easy on PotD for PotD players, is it also easy for non-PotD players on lower difficulties? If yes: - then this difficulty curve thing affects a larger playerbase; and it would be nice to see it tuned. Pretty sure the answer depends on your definition of POTD and other items Obsidian are working on. Given veteran players can't up the difficulty to POTD without console commands I think it's a safe bet to say it is too easy for them. Ofcourse coding to allow players to up the difficulty level at end game is likely a lot easier than balancing.
Manveru123 Posted August 21, 2018 Posted August 21, 2018 They cant improve the AI. They AI is allready at what they can do best. Settling for what you can only do isn't a good reason, how do you have a group of mod makers who can make more and better AI options? That just sounds like someones being lazy IMO Oh, we do? Please show me which mods modify the AI behaviour of enemies, I'd love to try it.
Erik Dirk Posted August 21, 2018 Posted August 21, 2018 They cant improve the AI. They AI is allready at what they can do best. Settling for what you can only do isn't a good reason, how do you have a group of mod makers who can make more and better AI options? That just sounds like someones being lazy IMO Oh, we do? Please show me which mods modify the AI behaviour of enemies, I'd love to try it.I'd certainly take your word for it.However wouldn't it be quite easy for Obsidian to allow you to. I.e. give you access to party AI scripting for enemies?
Elizer Posted August 21, 2018 Posted August 21, 2018 (edited) D They cant improve the AI.They AI is allready at what they can do best.Settling for what you can only do isn't a good reason, how do you have a group of mod makers who can make more and better AI options?That just sounds like someones being lazy IMOOh, we do? Please show me which mods modify the AI behaviour of enemies, I'd love to try it.I'd certainly take your word for it.However wouldn't it be quite easy for Obsidian to allow you to. I.e. give you access to party AI scripting for enemies? Thats exactly what I'm implying. (The enemies use the same AI scripts we use, I'm pretty sure they are programmed to act a certain way already)- this can be improved Edited August 21, 2018 by Amentep Personal Attack
Manveru123 Posted August 21, 2018 Posted August 21, 2018 (edited) Implied? You clearly stated that there is already a group of mod makers who can make more and better AI options. So I asked you to show me these mods. You also state that enemies use the same AI scripts that the players do, how can you know that without looking at source code? Edited August 21, 2018 by Amentep Edited due to earlier edit
dunehunter Posted August 21, 2018 Posted August 21, 2018 Do we want to see the game made harder on POTD on the late levels?To answer the question in the thread title: yeap, would like to see PotD made harder on the late levels.Because I like character-building and testing the party composition vs hard bosses and bounties. But do agree that Obsidian investing time in something that would affect only 5-10% of players might be not as efficient as putting time into something that would benefit all players. So a question arises: if the late game is easy on PotD for PotD players, is it also easy for non-PotD players on lower difficulties? If yes: - then this difficulty curve thing affects a larger playerbase; and it would be nice to see it tuned. If not: - then leave the majority of enemies as they are. And only tune-up 2-3 "bosses", such that there will be no need for these quotation marks. P.S. Btw, KaineParker made a nice remark about grazing. Increasing all defenses/AR by a fixed amount only leads to a longer time-to-kill and mostly adds tedium rather than a tactical challenge. Imo, strong enemies require asymetric defenses/AR bonuses, different offenses/behaviour and smarter AI in order to feel unique and fun. This is actually a good point, we need insight on more non-POTD players, or even open a thread for non-POTD playthrough difficulty. If this is true, then it affect more players than just POTD players
Amentep Posted August 21, 2018 Posted August 21, 2018 Keep the conversation to the topic at hand and not attacking the other posters. I've edited posts to remove personal sniping but hopefully keep the context of the conversation. A simple guide, if your post includes some comment about the lack of intelligence of another poster, you're on the wrong track for posting here. I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man
kilay Posted August 21, 2018 Posted August 21, 2018 there is a mod request thread https://forums.obsidian.net/topic/104758-mod-requests/ask here if you need some particular balance.. of course explain your idea dont' fill the request with something like that:'I want a more balanced POTD' but be more specificInstead about AI there is already a mod released on nexus that have custom ai conditions , i think that also something about enemy AI could be doable.The maker atm is in holiday so i'll wait that he come back cuz he know this system better than anyone elsehttps://www.nexusmods.com/pillarsofeternity2/mods/88 Random Reader'Plinio il Vecchio asseriva che un rimedio alla sbronza fosse quello di mangiare uova crude di gufo' I° secolo D.C. My Mods on Nexus Nexus Mods Translated to Italian Italian Localization Fix PATCH More Custom AI Conditions Enhanced UI - Afflictions and Inspirations Extended Spell TT1 Unique Items More Priest Subclasses_Ondra Hylea Abydon Channeler Cipher Subclass Are you looking for a group of modders ?Request an invite to our Slack group Do you need a mod? Fill this mod request
DozingDragon Posted August 22, 2018 Posted August 22, 2018 (edited) I have given this some more thought, and I thought of one possible solution to balance out the difficulty curve drop off: nerf more unique items. I know that doing such a thing would almost certainly result in a great gnashing of teeth and wailing here, but being loaded to the gills in magic equipment provides the player with a massive asymmetric advantage compared to NPCs and creatures. The PotD enemy bonuses are meant to compensate for this, but at the end of the day, players will always be able to finangle sets of complementary enchantments on characters that far outclass those static bonuses. Reducing the enchantment bonuses in various ways should result in a narrowing of that gap. Edited August 22, 2018 by DozingDragon
house2fly Posted August 22, 2018 Posted August 22, 2018 Just don't have unique weapons in the game, less work for the devs to come up with unique loot and then less effort to nerf it after
Teclis23 Posted August 22, 2018 Author Posted August 22, 2018 (edited) I have given this some more thought, and I thought of one possible solution to balance out the difficulty curve drop off: nerf more unique items. I know that doing such a thing would almost certainly result in a great gnashing of teeth and wailing here, but being loaded to the gills in magic equipment provides the player with a massive asymmetric advantage compared to NPCs and creatures. The PotD enemy bonuses are meant to compensate for this, but at the end of the day, players will always be able to finangle sets of complementary enchantments on characters that far outclass those static bonuses. Reducing the enchantment bonuses in various ways should result in a narrowing of that gap. or make magic items more rare it is to easy to be able to get legendary armor so quick and so easy to be able to steal all the stuff from shops in neketaka. Legendary armor should be rare with only one or 2 sets in the game Being able to do this makes magic items feel cheap and also causes balancing problems like you have said Edited August 22, 2018 by Teclis23
Manveru123 Posted August 22, 2018 Posted August 22, 2018 Yes let's beat up our enemies with wooden sticks and throw rocks at them. That sounds like a very fun gaming experience. 1
kilay Posted August 22, 2018 Posted August 22, 2018 Yes let's beat up our enemies with wooden sticks and throw rocks at them. That sounds like a very fun gaming experience. Prehistory of Eternity 5 Random Reader'Plinio il Vecchio asseriva che un rimedio alla sbronza fosse quello di mangiare uova crude di gufo' I° secolo D.C. My Mods on Nexus Nexus Mods Translated to Italian Italian Localization Fix PATCH More Custom AI Conditions Enhanced UI - Afflictions and Inspirations Extended Spell TT1 Unique Items More Priest Subclasses_Ondra Hylea Abydon Channeler Cipher Subclass Are you looking for a group of modders ?Request an invite to our Slack group Do you need a mod? Fill this mod request
Amentep Posted August 22, 2018 Posted August 22, 2018 If you believe a post is trolling, please report it rather than calling another member a troll, telling another member to stop trolling and/or trying to pick a fight with another member. I've posted once - on this very page - requesting everyone keep on topic rather than sniping at one another personally; if the utility of the thread is exhausted such that productive conversation is no longer to be had, we can lock the thread. I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man
baldurs_gate_2 Posted August 22, 2018 Posted August 22, 2018 I have given this some more thought, and I thought of one possible solution to balance out the difficulty curve drop off: nerf more unique items. I know that doing such a thing would almost certainly result in a great gnashing of teeth and wailing here, but being loaded to the gills in magic equipment provides the player with a massive asymmetric advantage compared to NPCs and creatures. The PotD enemy bonuses are meant to compensate for this, but at the end of the day, players will always be able to finangle sets of complementary enchantments on characters that far outclass those static bonuses. Reducing the enchantment bonuses in various ways should result in a narrowing of that gap. or make magic items more rare it is to easy to be able to get legendary armor so quick and so easy to be able to steal all the stuff from shops in neketaka. Legendary armor should be rare with only one or 2 sets in the game Being able to do this makes magic items feel cheap and also causes balancing problems like you have said Nah. Without good loot, the game becomes boring and not worth to play.
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