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Using Availability of Resources to Differentiate Difficulty Settings

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Clearly not every one wants the same game. Some want the game to be painfully hard. Others would like something more equivalent to the old IE games. Some want healing, money, and magical gear to be super rare, and recovery from injuries to be a protracted and dangerous challenge. Others don't. I wonder how it would work if the relative availability of healing, money, and powerful gear were tied to difficulty level. I hate using improved AI to define difficulty because I don't want to fight idiots, and folks who want a hard game seem not to like the traditional increase/decrease health, increase/decrease damage model. Having more options for healing and having money and magical equipment more plentiful on Normal would make the game less difficult than it would be on settings where resources were tighter. Players on every setting would retain control of how they allocate resources, with those decisions obviously being more difficult the scarcer things are.


If such a system were implemented, I'd like Normal to be roughly equivalent to BG I. I'd be fine if an achievement or a printable card were used to recognize the accomplishments of those who overcame greater adversity.

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While I'd be for the idea if time/money permits and it doesn't detract from other features, I don't know how difficult something like this is to code. So I don't know whether there's much point in Obsidian spending their time and resources on this feature when it's likely that the majority of players won't tweak the sliders and will just play the "default" settings.

"Console exclusive is such a harsh word." - Darque

"Console exclusive is two words Darque." - Nartwak (in response to Darque's observation)

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