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Difficulty conditions/suggestions for Deadfire


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Hello to everyone!
I always wonder about difficulty conditions/methods in RPG-games, including PoE. If we set difficulty on Hard or PotD it will affect only battles (mobs turning into supermans with tons of health while our party looks like bunch of disadled freaks). This is exaggeration, but you probably understand what i mean)
But, in PoE, besides of battles, we have dozens of quests, with different checks - stats, skills etc. And this is bigger part of the game, even in crit (story) path. Sooo...why difficulty always affects only encounters? Stats and skill checks also could be affected.

For example, if we have a Int check of 15 on Normal, let's rise it unto 16 on Hard and 17 on PotD.
Another example, with traps - if we have difficulty 5 trap on normal, let's rise it on 6-7 on higher difficulties.

I think, it will be interesting decision, becose it will force players more carefully and precisely choose skills, stats, specialisation of our party members. It's the only thing, which can't be resolved by save/load in contradistinction to encounets, which you can win with lucky rolls.

What are you thinking about it?

 

Edited by Phenomenum
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It is an interesting idea, but whenever it should be implimented depends on a design philosophy Obsidian has on those skill checks. From what Josh said they didn't want skill checks to be necessary better choices. Rather they were game's way to ackowledge who you are as a character. From what I remember it was true. I don't remember "winning" a conversation, rather you would have an ability to say things based on your stats, abiltities, class etc. 

 

It might work better in scripted interaction, depends how they handle them. As far as traps and other stuff goes... maybe, as long as you can bypass them. Balancing it might be weird though. I would rather have both soft, and extreme checks in default difficulty (or all difficulties) rather than average checks in default (which you can pass for the most part) and all extremely difficult checks in hard/PotD.

 

What I am trying to say is no, I don't think those checks are difficulty related.

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Hello to everyone!

I always wonder about difficulty conditions/methods in RPG-games, including PoE. If we set difficulty on Hard or PotD it will affect only battles (mobs turning into supermans with tons of health while our party looks like bunch of disadled freaks). This is exaggeration, but you probably understand what i mean)

But, in PoE, besides of battles, we have dozens of quests, with different checks - stats, skills etc. And this is bigger part of the game, even in crit (story) path. Sooo...why difficulty always affects only encounters? Stats and skill checks also could be affected.

For example, if we have a Int check of 15 on Normal, let's rise it unto 16 on Hard and 17 on PotD.

Another example, with traps - if we have difficulty 5 trap on normal, let's rise it on 6-7 on higher difficulties.

 

I think, it will be interesting decision, becose it will force players more carefully and precisely choose skills, stats, specialisation of our party members. It's the only thing, which can't be resolved by save/load in contradistinction to encounets, which you can win with lucky rolls.

 

What are you thinking about it?

 

My stance on this is it would make most interactions entirely unavailable, and thus deprive those who wish for more challenging encounters from a good portion of the rest of the game.

 

Wanted to convince someone to sell you this ?

Yeah no, monsters are too virulent around here you need to convince me harder.

 

Wanted to push that wall down ?

Son, dem monsters be tuf you know, wall be tufer too...

 

 

Definitely no.

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Sooo...why difficulty always affects only encounters? Stats and skill checks also could be affected.

For example, if we have a Int check of 15 on Normal, let's rise it unto 16 on Hard and 17 on PotD.

Another example, with traps - if we have difficulty 5 trap on normal, let's rise it on 6-7 on higher difficulties.

To an extent this is already the case in PoE1.

 

Upscaling, besides multiplying enemy creatures' level by 1.333 and adding +2 to all of their attributes, also sets the following multipliers:

 

DetectableDifficultyMult = 1.250000

DisarmDifficultyMult = 1.250000

TrapAccuracyBonus = 20

TrapEffectMult = 1.330000

TrapDamageMult = 1.330000

SkillCheckMult = 1.250000

 

 

OT: I would gladly have a mode with increased check thresholds, especially if that would override the current "Expert Mode". (I prefer to learn/know/see information, instead of it being hidden..)

Edited by MaxQuest
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